439 lines
13 KiB
C#
439 lines
13 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Gaia
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{
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public struct Mathd
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{
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public const double PI = 3.141593d;
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public const double Infinity = double.PositiveInfinity;
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public const double NegativeInfinity = double.NegativeInfinity;
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public const double Deg2Rad = 0.01745329d;
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public const double Rad2Deg = 57.29578d;
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public const double Epsilon = 1.401298E-45d;
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public static double Sin(double d)
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{
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return Math.Sin(d);
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}
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public static double Cos(double d)
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{
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return Math.Cos(d);
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}
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public static double Tan(double d)
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{
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return Math.Tan(d);
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}
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public static double Asin(double d)
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{
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return Math.Asin(d);
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}
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public static double Acos(double d)
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{
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return Math.Acos(d);
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}
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public static double Atan(double d)
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{
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return Math.Atan(d);
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}
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public static double Atan2(double y, double x)
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{
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return Math.Atan2(y, x);
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}
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public static double Sqrt(double d)
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{
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return Math.Sqrt(d);
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}
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public static double Abs(double d)
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{
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return Math.Abs(d);
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}
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public static int Abs(int value)
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{
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return Math.Abs(value);
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}
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public static double Min(double a, double b)
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{
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if (a < b)
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return a;
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else
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return b;
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}
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public static double Min(params double[] values)
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{
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int length = values.Length;
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if (length == 0)
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return 0.0d;
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double num = values[0];
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for (int index = 1; index < length; ++index)
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{
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if (values[index] < num)
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num = values[index];
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}
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return num;
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}
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public static int Min(int a, int b)
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{
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if (a < b)
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return a;
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else
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return b;
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}
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public static int Min(params int[] values)
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{
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int length = values.Length;
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if (length == 0)
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return 0;
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int num = values[0];
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for (int index = 1; index < length; ++index)
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{
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if (values[index] < num)
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num = values[index];
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}
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return num;
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}
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public static double Max(double a, double b)
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{
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if (a > b)
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return a;
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else
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return b;
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}
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public static double Max(params double[] values)
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{
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int length = values.Length;
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if (length == 0)
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return 0d;
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double num = values[0];
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for (int index = 1; index < length; ++index)
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{
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if ((double)values[index] > (double)num)
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num = values[index];
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}
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return num;
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}
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public static int Max(int a, int b)
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{
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if (a > b)
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return a;
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else
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return b;
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}
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public static int Max(params int[] values)
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{
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int length = values.Length;
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if (length == 0)
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return 0;
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int num = values[0];
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for (int index = 1; index < length; ++index)
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{
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if (values[index] > num)
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num = values[index];
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}
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return num;
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}
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public static double Pow(double d, double p)
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{
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return Math.Pow(d, p);
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}
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public static double Exp(double power)
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{
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return Math.Exp(power);
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}
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public static double Log(double d, double p)
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{
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return Math.Log(d, p);
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}
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public static double Log(double d)
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{
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return Math.Log(d);
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}
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public static double Log10(double d)
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{
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return Math.Log10(d);
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}
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public static double Ceil(double d)
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{
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return Math.Ceiling(d);
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}
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public static double Floor(double d)
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{
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return Math.Floor(d);
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}
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public static double Round(double d)
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{
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return Math.Round(d);
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}
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public static int CeilToInt(double d)
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{
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return (int)Math.Ceiling(d);
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}
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public static int FloorToInt(double d)
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{
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return (int)Math.Floor(d);
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}
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public static int RoundToInt(double d)
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{
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return (int)Math.Round(d);
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}
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public static double Sign(double d)
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{
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return d >= 0.0 ? 1d : -1d;
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}
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public static double Clamp(double value, double min, double max)
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{
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if (value < min)
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value = min;
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else if (value > max)
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value = max;
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return value;
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}
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public static int Clamp(int value, int min, int max)
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{
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if (value < min)
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value = min;
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else if (value > max)
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value = max;
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return value;
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}
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public static double Clamp01(double value)
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{
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if (value < 0.0)
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return 0.0d;
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if (value > 1.0)
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return 1d;
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else
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return value;
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}
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public static double Lerp(double from, double to, double t)
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{
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return from + (to - from) * Mathd.Clamp01(t);
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}
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public static double LerpAngle(double a, double b, double t)
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{
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double num = Mathd.Repeat(b - a, 360d);
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if (num > 180.0d)
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num -= 360d;
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return a + num * Mathd.Clamp01(t);
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}
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public static double MoveTowards(double current, double target, double maxDelta)
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{
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if (Mathd.Abs(target - current) <= maxDelta)
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return target;
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else
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return current + Mathd.Sign(target - current) * maxDelta;
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}
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public static double MoveTowardsAngle(double current, double target, double maxDelta)
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{
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target = current + Mathd.DeltaAngle(current, target);
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return Mathd.MoveTowards(current, target, maxDelta);
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}
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public static double SmoothStep(double from, double to, double t)
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{
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t = Mathd.Clamp01(t);
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t = (-2.0 * t * t * t + 3.0 * t * t);
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return to * t + from * (1.0 - t);
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}
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public static double Gamma(double value, double absmax, double gamma)
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{
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bool flag = false;
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if (value < 0.0)
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flag = true;
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double num1 = Mathd.Abs(value);
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if (num1 > absmax)
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{
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if (flag)
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return -num1;
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else
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return num1;
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}
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else
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{
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double num2 = Mathd.Pow(num1 / absmax, gamma) * absmax;
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if (flag)
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return -num2;
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else
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return num2;
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}
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}
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public static bool Approximately(double a, double b)
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{
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return Mathd.Abs(b - a) < Mathd.Max(1E-06d * Mathd.Max(Mathd.Abs(a), Mathd.Abs(b)), 1.121039E-44d);
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}
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public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed)
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{
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double deltaTime = (double)UnityEngine.Time.deltaTime;
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return Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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}
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public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime)
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{
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double deltaTime = UnityEngine.Time.deltaTime;
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double maxSpeed = double.PositiveInfinity;
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return Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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}
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public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed, double deltaTime)
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{
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smoothTime = Mathd.Max(0.0001d, smoothTime);
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double num1 = 2d / smoothTime;
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double num2 = num1 * deltaTime;
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double num3 = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2));
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double num4 = current - target;
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double num5 = target;
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double max = maxSpeed * smoothTime;
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double num6 = Mathd.Clamp(num4, -max, max);
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target = current - num6;
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double num7 = (currentVelocity + num1 * num6) * deltaTime;
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currentVelocity = (currentVelocity - num1 * num7) * num3;
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double num8 = target + (num6 + num7) * num3;
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if (num5 - current > 0.0 == num8 > num5)
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{
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num8 = num5;
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currentVelocity = (num8 - num5) / deltaTime;
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}
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return num8;
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}
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public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed)
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{
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double deltaTime = (double)Time.deltaTime;
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return Mathd.SmoothDampAngle(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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}
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public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime)
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{
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double deltaTime = (double)Time.deltaTime;
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double maxSpeed = double.PositiveInfinity;
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return Mathd.SmoothDampAngle(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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}
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public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed, double deltaTime)
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{
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target = current + Mathd.DeltaAngle(current, target);
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return Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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}
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public static double Repeat(double t, double length)
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{
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return t - Mathd.Floor(t / length) * length;
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}
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public static double PingPong(double t, double length)
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{
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t = Mathd.Repeat(t, length * 2d);
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return length - Mathd.Abs(t - length);
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}
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public static double InverseLerp(double from, double to, double value)
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{
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if (from < to)
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{
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if (value < from)
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return 0d;
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if (value > to)
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return 1d;
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value -= from;
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value /= to - from;
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return value;
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}
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else
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{
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if (from <= to)
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return 0d;
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if (value < to)
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return 1d;
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if (value > from)
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return 0d;
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else
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return (1.0d - (value - to) / (from - to));
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}
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}
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public static double DeltaAngle(double current, double target)
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{
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double num = Mathd.Repeat(target - current, 360d);
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if (num > 180.0d)
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num -= 360d;
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return num;
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}
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//internal static bool LineIntersection(Vector2d p1, Vector2d p2, Vector2d p3, Vector2d p4, ref Vector2d result)
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//{
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// double num1 = p2.x - p1.x;
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// double num2 = p2.y - p1.y;
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// double num3 = p4.x - p3.x;
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// double num4 = p4.y - p3.y;
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// double num5 = num1 * num4 - num2 * num3;
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// if (num5 == 0.0d)
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// return false;
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// double num6 = p3.x - p1.x;
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// double num7 = p3.y - p1.y;
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// double num8 = (num6 * num4 - num7 * num3) / num5;
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// result = new Vector2d(p1.x + num8 * num1, p1.y + num8 * num2);
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// return true;
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//}
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//internal static bool LineSegmentIntersection(Vector2d p1, Vector2d p2, Vector2d p3, Vector2d p4, ref Vector2d result)
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//{
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// double num1 = p2.x - p1.x;
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// double num2 = p2.y - p1.y;
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// double num3 = p4.x - p3.x;
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// double num4 = p4.y - p3.y;
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// double num5 = (num1 * num4 - num2 * num3);
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// if (num5 == 0.0d)
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// return false;
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// double num6 = p3.x - p1.x;
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// double num7 = p3.y - p1.y;
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// double num8 = (num6 * num4 - num7 * num3) / num5;
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// if (num8 < 0.0d || num8 > 1.0d)
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// return false;
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// double num9 = (num6 * num2 - num7 * num1) / num5;
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// if (num9 < 0.0d || num9 > 1.0d)
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// return false;
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// result = new Vector2d(p1.x + num8 * num1, p1.y + num8 * num2);
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// return true;
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//}
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}
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} |