Merge MathHelper and FloatMath
Requires space-wizards/RobustToolbox#1234
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@@ -113,12 +113,12 @@ namespace Content.Client.GameObjects.Components.Disposal
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if (normalized <= leftSideSize)
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{
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normalized /= leftSideSize; // Adjust range to 0.0 to 1.0
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finalHue = FloatMath.Lerp(leftHue, middleHue, normalized);
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finalHue = MathHelper.Lerp(leftHue, middleHue, normalized);
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}
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else
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{
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normalized = (normalized - leftSideSize) / rightSideSize; // Adjust range to 0.0 to 1.0.
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finalHue = FloatMath.Lerp(middleHue, rightHue, normalized);
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finalHue = MathHelper.Lerp(middleHue, rightHue, normalized);
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}
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// Check if null first to avoid repeatedly creating this.
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@@ -78,7 +78,7 @@ namespace Content.Client.GameObjects.Components
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int level;
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if (FloatMath.CloseTo(charge, 0))
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if (MathHelper.CloseTo(charge, 0))
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{
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level = 0;
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}
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@@ -243,7 +243,7 @@ namespace Content.Client.GameObjects.Components
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if (int.TryParse(ev.Text, out var result))
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{
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result = FloatMath.Clamp(result, 0, byte.MaxValue);
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result = MathHelper.Clamp(result, 0, byte.MaxValue);
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_ignoreEvents = true;
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_colorValue = (byte) result;
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@@ -87,7 +87,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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// Continually restore camera to 0.
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var normalized = _currentKick.Normalized;
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_lastKickTime += frameTime;
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var restoreRate = FloatMath.Lerp(RestoreRateMin, RestoreRateMax, Math.Min(1, _lastKickTime/RestoreRateRamp));
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var restoreRate = MathHelper.Lerp(RestoreRateMin, RestoreRateMax, Math.Min(1, _lastKickTime/RestoreRateRamp));
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var restore = normalized * restoreRate * frameTime;
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var (x, y) = _currentKick - restore;
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if (Math.Sign(x) != Math.Sign(_currentKick.X))
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@@ -152,7 +152,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownGraphic.Progress = FloatMath.Clamp((float)ratio, -1, 1);
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cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
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cooldownGraphic.Visible = ratio > -1f;
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}
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}
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@@ -86,12 +86,12 @@ namespace Content.Client.GameObjects.Components.Power
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if (normalizedCharge <= leftSideSize)
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{
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normalizedCharge /= leftSideSize; // Adjust range to 0.0 to 1.0
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finalHue = FloatMath.Lerp(leftHue, middleHue, normalizedCharge);
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finalHue = MathHelper.Lerp(leftHue, middleHue, normalizedCharge);
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}
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else
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{
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normalizedCharge = (normalizedCharge - leftSideSize) / rightSideSize; // Adjust range to 0.0 to 1.0.
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finalHue = FloatMath.Lerp(middleHue, rightHue, normalizedCharge);
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finalHue = MathHelper.Lerp(middleHue, rightHue, normalizedCharge);
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}
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// Check if null first to avoid repeatedly creating this.
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@@ -141,7 +141,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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const float xOffset = 0.0f;
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// Overkill but easy to adjust if you want to mess around with the design
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var result = (float) FloatMath.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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var result = (float) MathHelper.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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DebugTools.Assert(!float.IsNaN(result));
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return result;
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}
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