public static Vector2f Abs(Vector2f value) { return(new Vector2f(FlaiMath.Abs(value.X), FlaiMath.Abs(value.Y))); }
public static bool EqualsApproximately(double value1, double value2) { return(FlaiMath.Abs(value1 - value2) <= Mathf.Epsilon); }
// radians public static float AbsAngleDistance(float angle1, float angle2) { return(FlaiMath.Min((2 * FlaiMath.Pi) - FlaiMath.Abs(angle1 - angle2), FlaiMath.Abs(angle1 - angle2))); }
public static Vector3i Abs(Vector3i value) { return(new Vector3i { X = FlaiMath.Abs(value.X), Y = FlaiMath.Abs(value.Y), Z = FlaiMath.Abs(value.Z) }); }