using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
namespace Nuake.Net
{
public class Maths
{
public static float AngleRepeat(float value, float max)
{
return (value % max + max) % max;
}
///
/// Lerps euler angles and prevents flipping.
///
///
///
///
///
public static float LerpAngle(float from, float to, float t)
{
float delta = AngleRepeat(to - from, 360f);
if (delta > 180f)
{
delta -= 360f;
}
return from + delta * Math.Max(0f, Math.Min(1f, t));
}
///
/// Normalize a 3D vector but if the length of the input vector is 0, then the return vector is of length 0.
///
///
///
public static Vector3 NormalizeSafe(Vector3 v)
{
if (v.LengthSquared() == 0.0)
return new Vector3();
return Vector3.Normalize(v);
}
///
/// Normalize a 2D vector but if the length of the input vector is 0, then the return vector is of length 0.
///
///
///
public static Vector2 NormalizeSafe(Vector2 v)
{
if (v.LengthSquared() == 0.0)
return new Vector2();
return Vector2.Normalize(v);
}
///
/// Normalize a 3D vector, and sets the Y component to 0. If the input length of the input vector is zero, then the return vector is of length 0.
///
///
///
public static Vector3 NormalizeSafe2D(Vector3 v)
{
v.Y = 0f;
if (v.LengthSquared() == 0.0)
return new Vector3();
return Vector3.Normalize(v);
}
///
/// Returns the length of a 3D vector taking only the X & Z components into account.
///
///
///
private float Length2D(Vector3 input)
{
input.Y = 0;
return input.Length();
}
}
}