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@@ -1001,20 +1001,32 @@ namespace FlaxEngine
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/// <param name="max">Max Length</param>
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public static Vector3 ClampLength(Vector3 vector, float min, float max)
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{
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Vector3 retVect = new Vector3(vector.X, vector.Y, vector.Z);
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if (retVect.LengthSquared > max * max)
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ClampLength(vector, min, max, out Vector3 retVect);
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return retVect;
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}
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/// <summary>
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/// Makes sure that Length of the output vector is always below max and above min.
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/// </summary>
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/// <param name="vector">Input Vector.</param>
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/// <param name="min">Min Length</param>
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/// <param name="max">Max Length</param>
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/// <param name="retVect">The Return Vector</param>
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public static void ClampLength(Vector3 vector, float min, float max, out Vector3 retVect)
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{
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float lenSq = vector.LengthSquared;
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if (lenSq > max * max)
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{
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float scaleFactor = max / (float)Math.Sqrt(retVect.LengthSquared);
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retVect.X = retVect.X * scaleFactor;
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retVect.Y = retVect.Y * scaleFactor;
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retVect.Z = retVect.Z * scaleFactor;
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float scaleFactor = max / (float)Math.Sqrt(lenSq);
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retVect.X = vector.X * scaleFactor;
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retVect.Y = vector.Y * scaleFactor;
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retVect.Z = vector.Z * scaleFactor;
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}
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if (retVect.LengthSquared < min * min)
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if (lenSq < min * min)
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{
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float scaleFactor = min / (float)Math.Sqrt(retVect.LengthSquared);
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retVect.X = retVect.X * scaleFactor;
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retVect.Y = retVect.Y * scaleFactor;
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retVect.Z = retVect.Z * scaleFactor;
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float scaleFactor = min / (float)Math.Sqrt(lenSq);
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retVect.X = vector.X * scaleFactor;
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retVect.Y = vector.Y * scaleFactor;
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retVect.Z = vector.Z * scaleFactor;
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}
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return retVect;
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}
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