using System; namespace Syntriax.Engine.Core; public static class Math { public const float RadianToDegree = 180f / PI; public const float DegreeToRadian = PI / 180f; public const float E = 2.718281828459045f; public const float PI = 3.1415926535897932f; public const float Tau = 2f * PI; public static float Abs(float x) => MathF.Abs(x); public static float Acos(float x) => MathF.Acos(x); public static float Asin(float x) => MathF.Asin(x); public static float Atan2(float y, float x) => MathF.Atan2(y, x); public static float Atanh(float x) => MathF.Atanh(x); public static float Clamp(float x, float min, float max) => (x < min) ? min : (x > max) ? max : x; public static float Ceiling(float x) => MathF.Ceiling(x); public static float CopySign(float x, float y) => MathF.CopySign(x, y); public static float Floor(float x) => MathF.Floor(x); public static float IEEERemainder(float x, float y) => MathF.IEEERemainder(x, y); public static float Log(float x, float y) => MathF.Log(x, y); public static float Max(float x, float y) => MathF.Max(x, y); public static float MaxMagnitude(float x, float y) => MathF.MaxMagnitude(x, y); public static float Min(float x, float y) => MathF.Min(x, y); public static float MinMagnitude(float x, float y) => MathF.MinMagnitude(x, y); public static float Pow(float x, float y) => MathF.Pow(x, y); public static float Round(float x, int digits, MidpointRounding mode) => MathF.Round(x, digits, mode); public static float Sqr(float x) => x * x; public static float Sqrt(float x) => MathF.Sqrt(x); public static float Truncate(float x) => MathF.Truncate(x); }