diff --git a/Source/Engine/Core/Math/Vector2.cs b/Source/Engine/Core/Math/Vector2.cs
index 329253535..efbda7a42 100644
--- a/Source/Engine/Core/Math/Vector2.cs
+++ b/Source/Engine/Core/Math/Vector2.cs
@@ -832,7 +832,53 @@ namespace FlaxEngine
value.Normalize();
return value;
}
-
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Vector2 ClampLength(Vector2 vector, float max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Vector2 ClampLength(Vector2 vector, float min, float max)
+ {
+ ClampLength(ref vector, min, max, out Vector2 retVect);
+ return retVect;
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The Return Vector
+ public static void ClampLength(ref Vector2 vector, float min, float max, out Vector2 retVect)
+ {
+ retVect.X = vector.X;
+ retVect.Y = vector.Y;
+
+ float lenSq = retVect.LengthSquared;
+ if (lenSq > max * max)
+ {
+ float scaleFactor = max / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ float scaleFactor = min / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ }
+ }
///
/// Returns the vector with components rounded to the nearest integer.
///
diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs
index e331142b9..b871c0642 100644
--- a/Source/Engine/Core/Math/Vector3.cs
+++ b/Source/Engine/Core/Math/Vector3.cs
@@ -991,7 +991,56 @@ namespace FlaxEngine
value.Normalize();
return value;
}
-
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Vector3 ClampLength(Vector3 vector, float max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Vector3 ClampLength(Vector3 vector, float min, float max)
+ {
+ ClampLength(ref vector, min, max, out Vector3 retVect);
+ return retVect;
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The Return Vector
+ public static void ClampLength(ref Vector3 vector, float min, float max, out Vector3 retVect)
+ {
+ retVect.X = vector.X;
+ retVect.Y = vector.Y;
+ retVect.Z = vector.Z;
+
+ float lenSq = retVect.LengthSquared;
+ if (lenSq > max * max)
+ {
+ float scaleFactor = max / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ retVect.Z = retVect.Z * scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ float scaleFactor = min / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ retVect.Z = retVect.Z * scaleFactor;
+ }
+ }
///
/// Performs a linear interpolation between two vectors.
///
diff --git a/Source/Engine/Core/Math/Vector4.cs b/Source/Engine/Core/Math/Vector4.cs
index 38c77e705..d01214de3 100644
--- a/Source/Engine/Core/Math/Vector4.cs
+++ b/Source/Engine/Core/Math/Vector4.cs
@@ -792,6 +792,58 @@ namespace FlaxEngine
return value;
}
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Vector4 ClampLength(Vector4 vector, float max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Vector4 ClampLength(Vector4 vector, float min, float max)
+ {
+ ClampLength(ref vector, min, max, out Vector4 retVect);
+ return retVect;
+ }
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The Return Vector
+ public static void ClampLength(ref Vector4 vector, float min, float max, out Vector4 retVect)
+ {
+ retVect.X = vector.X;
+ retVect.Y = vector.Y;
+ retVect.Z = vector.Z;
+ retVect.W = vector.W;
+
+ float lenSq = retVect.LengthSquared;
+ if (lenSq > max * max)
+ {
+ float scaleFactor = max / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ retVect.Z = retVect.Z * scaleFactor;
+ retVect.W = retVect.W * scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ float scaleFactor = min / (float)Math.Sqrt(lenSq);
+ retVect.X = retVect.X * scaleFactor;
+ retVect.Y = retVect.Y * scaleFactor;
+ retVect.Z = retVect.Z * scaleFactor;
+ retVect.W = retVect.W * scaleFactor;
+ }
+ }
///
/// Performs a linear interpolation between two vectors.
///