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