33 lines
1.3 KiB
C#
33 lines
1.3 KiB
C#
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// 'double' precision variants for some of Unity's Mathf functions.
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using System.Runtime.CompilerServices;
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namespace Mirror
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{
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public static class Mathd
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{
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// Unity 2020 doesn't have Math.Clamp yet.
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/// <summary>Clamps value between 0 and 1 and returns value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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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) return min;
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if (value > max) return max;
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return value;
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}
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/// <summary>Clamps value between 0 and 1 and returns value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static double Clamp01(double value) => Clamp(value, 0, 1);
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/// <summary>Calculates the linear parameter t that produces the interpolant value within the range [a, b].</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static double InverseLerp(double a, double b, double value) =>
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a != b ? Clamp01((value - a) / (b - a)) : 0;
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/// <summary>Linearly interpolates between a and b by t with no limit to t.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static double LerpUnclamped(double a, double b, double t) =>
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a + (b - a) * t;
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}
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}
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