class MathX
A class to add functionality to the math library that System.Math and System.MathF don't provide. A lot of these methods are also extensions, so you can use for example `int i = 1.0f.FloorToInt();`
public static float DegreeToRadian( float deg )
Convert degrees to radians. 180 degrees is (roughly 3.14) radians, etc.
degA value in degrees to convert.- Returns The given value converted to radians.
public static float RadianToDegree( float rad )
Convert radians to degrees. 180 degrees is (roughly 3.14) radians, etc.
radA value in radians to convert.- Returns The given value converted to degrees.
public static float GradiansToDegrees( float grad )
Convert gradians to degrees. 100 gradian is 90 degrees, 200 gradian is 180 degrees, etc.
gradA value in gradians to convert.- Returns The given value converted to degrees.
public static float GradiansToRadians( float grad )
Convert gradians to radians. 200 gradian is (roughly 3.14) radians, etc.
gradA value in gradians to convert.- Returns The given value converted to radians.
public static float MeterToInch( float meters )
Convert meters to inches.
public static float InchToMeter( float inches )
Convert inches to meters.
public static float InchToMillimeter( float inches )
Convert inches to millimeters.
public static float MillimeterToInch( float millimeters )
Convert millimeters to inches.
public static float SnapToGrid( float f, float gridSize )
Snap number to grid
public static int SnapToGrid( int f, int gridSize )
Snap number to grid
public static int FloorToInt( float f )
Remove the fractional part and return the float as an integer.
public static float Floor( float f )
Remove the fractional part of given floating point number
public static int CeilToInt( float f )
Rounds up given float to next integer value.
public static float Clamp( float v, float min, float max )
Clamp a float between 2 given extremes. If given value is lower than the given minimum value, returns the minimum value, etc.
vThe value to clamp.minMinimum return value.maxMaximum return value.- Returns The clamped float.
public static float Lerp( float from, float to, float frac, bool clamp = True )
Performs linear interpolation on floating point numbers.
fromThe "starting value" of the interpolation.toThe "final value" of the interpolation.fracThe fraction in range of 0 (will return value of ) to 1 (will return value of ).clampWhether to clamp the fraction between 0 and 1, and therefore the output value between and .- Returns The result of linear interpolation.
public static float LerpTo( float from, float to, float frac, bool clamp = True )
🤡 Doc inheritance is not yet supported.
No summary.
public static float[] LerpTo( float[] from, float[] to, float delta, bool clamp = True )
Performs multiple linear interpolations at the same time.
public static float LerpDegrees( float from, float to, float frac, bool clamp = True )
Linearly interpolates between two angles in degrees, taking the shortest arc.
public static float LerpDegreesTo( float from, float to, float frac, bool clamp = True )
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public static float LerpRadians( float from, float to, float frac, bool clamp = True )
Linearly interpolates between two angles in radians, taking the shortest arc.
public static float LerpRadiansTo( float from, float to, float frac, bool clamp = True )
🤡 Doc inheritance is not yet supported.
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public static float LerpInverse( float value, float from, float to, bool clamp = True )
Performs inverse of a linear interpolation, that is, the return value is the fraction of a linear interpolation.
valueThe value relative to and .fromThe "starting value" of the interpolation. If is at this value or less, the function will return 0 or less.toThe "final value" of the interpolation. If is at this value or greater, the function will return 1 or greater.clampWhether the return value is allowed to exceed range of 0 - 1.- Returns The resulting fraction.
public static float Approach( float f, float target, float delta )
Adds or subtracts given amount based on whether the input is smaller of bigger than the target.
public static bool AlmostEqual( float value, float b, float within = 0.0001 )
Returns true if given value is close to given value within given tolerance.
public static float UnsignedMod( float a, float b )
Does what you expected to happen when you did "a % b"
public static float NormalizeDegrees( float degree )
Convert angle to between 0 - 360
public static float DeltaDegrees( float from, float to )
Difference between two angles in degrees. Will always be between -180 and +180.
public static float DeltaRadians( float from, float to )
Difference between two angles in radians. Will always be between -PI and +PI.
public static float Remap( float value, float oldLow, float oldHigh, float newLow = 0, float newHigh = 1 )
Remap a float value from a one range to another. Clamps value between newLow and newHigh.
public static float Remap( float value, float oldLow, float oldHigh, float newLow, float newHigh, bool clamp )
Remap a float value from a one range to another
public static double Remap( double value, double oldLow, double oldHigh, double newLow, double newHigh, bool clamp )
Remap a double value from a one range to another
public static int Remap( int value, int oldLow, int oldHigh, int newLow, int newHigh )
Remap an integer value from a one range to another
public static float SphereCameraDistance( float radius, float fieldOfView )
Given a sphere and a field of view, how far from the camera should we be to fully see the sphere?
radiusThe radius of the spherefieldOfViewThe field of view in degrees- Returns The optimal distance from the center of the sphere
public static float SmoothDamp( float current, float target, ref float velocity, float smoothTime, float deltaTime )
Smoothly move towards the target
public static float SpringDamp( float current, float target, ref float velocity, float deltaTime, float frequency = 2, float damping = 0.5 )
Smoothly move towards the target using a spring-like motion
public Type GetType( )
😔 No documentation found.
public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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