using System;
namespace Raylib_cs;
public static partial class Raymath
{
public static float Clamp01(float value) => Clamp(value, 0.0f, 1.0f);
///
/// Loops the value, so that it is never larger than length and never smaller than 0
///
public static float Repeat(float value, float length)
{
return Clamp(value - MathF.Floor(value / length) * length, 0f, length);
}
///
/// Same as Lerp but makes sure the values interpolate correctly when they wrap around
/// 360 degrees.
///
/// The start angle. A float expressed in degrees.
/// The end angle. A float expressed in degrees.
/// The interpolation value between the start and end angles.
/// This value is clamped to the range [0, 1].
/// Returns the interpolated float result between angle a and angle b,
/// based on the interpolation value t.
public static float LerpAngle(float a, float b, float t)
{
float num = Repeat(b - a, 360f);
if (num > 180f)
{
num -= 360f;
}
return a + num * Clamp01(t);
}
public static int Sign(float value) => MathF.Sign(value);
///
/// Returns a value that increments and decrements between zero and the
/// length. It follows the triangle wave formula where the bottom is set to zero
/// and the peak is set to length.
///
public static float PingPong(float t, float length)
{
t = Repeat(t, length * 2f);
return length - MathF.Abs(t - length);
}
///
/// Moves a value current towards target.
///
/// The current value.
/// The value to move towards.
/// The maximum change applied to the current value.
public static float MoveTowards(float current, float target, float maxDelta)
{
if (MathF.Abs(target - current) <= maxDelta)
{
return target;
}
return current + Sign(target - current) * maxDelta;
}
///
/// Calculates the shortest difference between two angles.
///
/// The current angle in degrees.
/// The target angle in degrees.
/// A value between -179 and 180, in degrees.
public static float DeltaAngle(float current, float target)
{
float num = Repeat(target - current, 360f);
if (num > 180f)
{
num -= 360f;
}
return num;
}
///
/// Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
///
public static float MoveTowardsAngle(float current, float target, float maxDelta)
{
float num = DeltaAngle(current, target);
if (0f - maxDelta < num && num < maxDelta)
{
return target;
}
target = current + num;
return MoveTowards(current, target, maxDelta);
}
}