public static FPVector2 Lerp(FPVector2 value1, FPVector2 value2, Fix64 amount) { amount = FPMath.Clamp(amount, 0, 1); return(new FPVector2( FPMath.Lerp(value1.x, value2.x, amount), FPMath.Lerp(value1.y, value2.y, amount))); }
public static FPQuaternion Slerp(FPQuaternion from, FPQuaternion to, Fix64 t) { t = FPMath.Clamp(t, 0, 1); Fix64 dot = Dot(from, to); if (dot < 0.0f) { to = Multiply(to, -1); dot = -dot; } Fix64 halfTheta = Fix64.Acos(dot); return(Multiply(Multiply(from, Fix64.Sin((1 - t) * halfTheta)) + Multiply(to, Fix64.Sin(t * halfTheta)), 1 / Fix64.Sin(halfTheta))); }
public static FPQuaternion Lerp(FPQuaternion a, FPQuaternion b, Fix64 t) { t = FPMath.Clamp(t, Fix64.Zero, Fix64.One); return(LerpUnclamped(a, b, t)); }
public static void Clamp(ref FPVector2 value1, ref FPVector2 min, ref FPVector2 max, out FPVector2 result) { result = new FPVector2( FPMath.Clamp(value1.x, min.x, max.x), FPMath.Clamp(value1.y, min.y, max.y)); }
public static FPVector2 Clamp(FPVector2 value1, FPVector2 min, FPVector2 max) { return(new FPVector2( FPMath.Clamp(value1.x, min.x, max.x), FPMath.Clamp(value1.y, min.y, max.y))); }