using UnityEngine; using System.Collections; using System; namespace Dreamteck { public static class DMath { public static double Sin(double a) { return Math.Sin(a); } public static double Cos(double a) { return Math.Cos(a); } public static double Tan(double a) { return Math.Tan(a); } public static double Pow(double x, double y) { return Math.Pow(x, y); } public static double Log(double a, double newBase) { return Math.Log(a, newBase); } public static double Log10(double a) { return Math.Log10(a); } public static double Clamp01(double a) { if (a > 1.0) return 1.0; if (a < 0.0) return 0.0; return a; } public static double Clamp(double a, double min, double max) { if (a > max) return max; if (a < min) return min; return a; } public static double Lerp(double a, double b, double t) { t = Clamp01(t); return a + (b - a) * t; } public static double InverseLerp(double a, double b, double t) { if (a == b) return 0.0; return Clamp01((t-a)/(b-a)); } public static Vector3 LerpVector3(Vector3 a, Vector3 b, double t) { t = Clamp01(t); Vector3 delta = (b - a); double x = a.x + delta.x * t; double y = a.y + delta.y * t; double z = a.z + delta.z * t; return new Vector3((float)x, (float)y, (float)z); } public static double Round(double a) { return Math.Round(a); } public static int RoundInt(double a) { return (int)Math.Round(a); } public static double Ceil(double a) { return Math.Ceiling(a); } public static int CeilInt(double a) { return (int)Math.Ceiling(a); } public static double Floor(double a) { return Math.Floor(a); } public static int FloorInt(double a) { return (int)Math.Floor(a); } public static double Move(double current, double target, double amount) { if (target > current) { current += amount; if (current > target) return target; } else { current -= amount; if (current < target) return target; } return current; } public static double Abs(double a) { if (a < 0.0) return a * -1.0; return a; } } }