refactor!: renamed Math.PI to Math.Pi
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@ -8,12 +8,12 @@ public static class Math
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/// <summary>
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/// The value of Pi (π).
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/// </summary>
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public const float PI = 3.1415926535897932f;
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public const float Pi = 3.1415926535897932f;
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/// <summary>
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/// The value of Tau (τ), mathematical constant equal to 2π.
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/// </summary>
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public const float Tau = 2f * PI;
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public const float Tau = 2f * Pi;
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/// <summary>
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/// The base of the natural logarithm.
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@ -23,12 +23,12 @@ public static class Math
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/// <summary>
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/// The conversion factor from radians to degrees.
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/// </summary>
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public const float RadianToDegree = 180f / PI;
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public const float RadianToDegree = 180f / Pi;
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/// <summary>
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/// The conversion factor from degrees to radians.
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/// </summary>
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public const float DegreeToRadian = PI / 180f;
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public const float DegreeToRadian = Pi / 180f;
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/// <summary>
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/// Gets one minus of given <see cref="T"/>.
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@ -9,8 +9,8 @@ internal static class EaseConstants
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internal const float c1 = 1.70158f;
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internal const float c2 = c1 * 1.525f;
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internal const float c3 = c1 + 1f;
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internal const float c4 = 2f * Math.PI / 3f;
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internal const float c5 = 2f * Math.PI / 4.5f;
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internal const float c4 = 2f * Math.Pi / 3f;
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internal const float c5 = 2f * Math.Pi / 4.5f;
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}
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public abstract class EasingBase<T> where T : IEasing, new() { public static readonly T Instance = new(); }
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@ -33,9 +33,9 @@ public class EaseInQuint : EasingBase<EaseInQuint>, IEasing { public float Evalu
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public class EaseOutQuint : EasingBase<EaseOutQuint>, IEasing { public float Evaluate(float x) => 1f - Math.Pow(1f - x, 5f); }
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public class EaseInOutQuint : EasingBase<EaseInOutQuint>, IEasing { public float Evaluate(float x) => x < .5f ? 16f * x * x * x * x * x : 1f - Math.Pow(-2f * x + 2f, 5f) * .5f; }
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public class EaseInSine : EasingBase<EaseInSine>, IEasing { public float Evaluate(float x) => 1f - Math.Cos(x * Math.PI * .5f); }
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public class EaseOutSine : EasingBase<EaseOutSine>, IEasing { public float Evaluate(float x) => Math.Sin(x * Math.PI * .5f); }
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public class EaseInOutSine : EasingBase<EaseInOutSine>, IEasing { public float Evaluate(float x) => -(Math.Cos(Math.PI * x) - 1f) * .5f; }
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public class EaseInSine : EasingBase<EaseInSine>, IEasing { public float Evaluate(float x) => 1f - Math.Cos(x * Math.Pi * .5f); }
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public class EaseOutSine : EasingBase<EaseOutSine>, IEasing { public float Evaluate(float x) => Math.Sin(x * Math.Pi * .5f); }
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public class EaseInOutSine : EasingBase<EaseInOutSine>, IEasing { public float Evaluate(float x) => -(Math.Cos(Math.Pi * x) - 1f) * .5f; }
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public class EaseInExpo : EasingBase<EaseInExpo>, IEasing { public float Evaluate(float x) => x == 0f ? 0f : Math.Pow(2f, 10f * x - 10f); }
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public class EaseOutExpo : EasingBase<EaseOutExpo>, IEasing { public float Evaluate(float x) => x == 1f ? 1f : 1f - Math.Pow(2f, -10f * x); }
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