double delta = toAngle - fromAngle; if (Math.abs(delta) > 180) { toAngle += delta > 0 ? -360 : 360; return normalize(fromAngle + ratio * (toAngle - fromAngle));
if (oldP == newP) { return oldP; return oldP + ((newP - oldP) * partialTicks);
double v0 = (p2 - p0) * 0.5; double v1 = (p3 - p1) * 0.5; double t2 = t * t; double t3 = t * t2; return (2.0 * p1 - 2.0 * p2 + v0 + v1) * t3 + (-3.0 * p1 + 3.0 * p2 - 2.0 * v0 - v1) * t2 + v0 * t + p1;
double alpha = (x - x1) / (x2 - x1); return y1 * (1 - alpha) + y2 * alpha;
return x1 + (x2 - x1) * inbetween;
if (zeroToOne == 1.0f) return x2; return x1 + zeroToOne * (x2 - x1);
return min + (currentClass * (max - min) / (numOfClasses - 1));
return (prev * (1 - alpha)) + (curr * alpha);
return Math.round(((n - lastN) * interpolation + lastN));