Fix Lerp documentation and implement RangeLerp
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@ -276,10 +276,14 @@ namespace Godot
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/// Returns a normalized value considering the given range.
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/// This is the opposite of <see cref="Lerp(real_t, real_t, real_t)"/>.
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/// </summary>
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/// <param name="from">The interpolated value.</param>
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/// <param name="from">The start value for interpolation.</param>
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/// <param name="to">The destination value for interpolation.</param>
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/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
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/// <returns>The resulting value of the inverse interpolation.</returns>
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/// <param name="weight">The interpolated value.</param>
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/// <returns>
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/// The resulting value of the inverse interpolation.
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/// The returned value will be between 0.0 and 1.0 if <paramref name="weight"/> is
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/// between <paramref name="from"/> and <paramref name="to"/> (inclusive).
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/// </returns>
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public static real_t InverseLerp(real_t from, real_t to, real_t weight)
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{
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return (weight - from) / (to - from);
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@ -515,6 +519,21 @@ namespace Godot
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return rad * _rad2DegConst;
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}
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/// <summary>
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/// Maps a <paramref name="value"/> from [<paramref name="inFrom"/>, <paramref name="inTo"/>]
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/// to [<paramref name="outFrom"/>, <paramref name="outTo"/>].
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/// </summary>
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/// <param name="value">The value to map.</param>
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/// <param name="inFrom">The start value for the input interpolation.</param>
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/// <param name="inTo">The destination value for the input interpolation.</param>
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/// <param name="outFrom">The start value for the output interpolation.</param>
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/// <param name="outTo">The destination value for the output interpolation.</param>
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/// <returns>The resulting mapped value mapped.</returns>
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public static real_t RangeLerp(real_t value, real_t inFrom, real_t inTo, real_t outFrom, real_t outTo)
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{
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return Lerp(outFrom, outTo, InverseLerp(inFrom, inTo, value));
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}
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/// <summary>
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/// Rounds <paramref name="s"/> to the nearest whole number,
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/// with halfway cases rounded towards the nearest multiple of two.
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