/// <summary> /// Angles the clamp and normalize. /// </summary> /// <returns></returns> public bool AngleClampAndNormalize() { if (!IsValid()) { return(false); } X = MathF.Clamp(X, -89.0f, 89.0f); Y = MathF.Normalize(Y, -180.0f, 180.0f, 360.0f); Z = 0.0f; return(IsValid()); }
/// <summary> /// Angles the clamp. /// </summary> /// <param name="min">The minimum.</param> /// <param name="max">The maximum.</param> /// <returns></returns> public bool AngleClamp(float min, float max) { if (!IsValid()) { return(false); } X = MathF.Clamp(X, min, max); Z = 0.0f; return(IsValid()); }
/// <summary> /// Angles the clamp. /// </summary> /// <returns></returns> public bool AngleClamp() { if (!IsValid()) { return(false); } X = MathF.Clamp(X, -89.0f, 89.0f); Z = 0.0f; return(IsValid()); }
/// <summary> /// Angles the clamp and normalize. /// </summary> /// <returns></returns> public static bool AngleClampAndNormalize(this Vector3 obj) { if (!obj.IsValid()) { return(false); } obj.X = MathF.Clamp(obj.X, -89.0f, 89.0f); obj.Y = MathF.Normalize(obj.Y, -180.0f, 180.0f, 360.0f); obj.Z = 0.0f; return(obj.IsValid()); }
/// <summary> /// Angles the clamp. /// </summary> /// <param name="obj">The object.</param> /// <param name="min">The minimum.</param> /// <param name="max">The maximum.</param> /// <returns></returns> public static bool AngleClamp(this Vector3 obj, float min, float max) { if (!obj.IsValid()) { return(false); } obj.X = MathF.Clamp(obj.X, min, max); obj.Z = 0.0f; return(obj.IsValid()); }
/// <summary> /// Angles the clamp. /// </summary> /// <returns></returns> public static bool AngleClamp(this Vector3 obj) { if (!obj.IsValid()) { return(false); } obj.X = MathF.Clamp(obj.X, -89.0f, 89.0f); obj.Z = 0.0f; return(obj.IsValid()); }