Class Scalar
Hierarchy
- Scalar
Index
Constructors
constructor
Returns Scalar
Properties
Static Two PiSearch playground for TwoPi
Two pi constants convenient for computation.
Methods
Static ClampSearch playground for Clamp
Returns the value itself if it's between min and max. Returns min if the value is lower than min. Returns max if the value is greater than max.
Parameters
value: number
the value to clmap
Optional min: number
the min value to clamp to (default: 0)
Optional max: number
the max value to clamp to (default: 1)
Returns number
the clamped value
Static Delta AngleSearch playground for DeltaAngle
Calculates the shortest difference between two given angles given in degrees.
Parameters
current: number
current angle in degrees
target: number
target angle in degrees
Returns number
the delta
Static DenormalizeSearch playground for Denormalize
Denormalize the value from 0.0 and 1.0 using min and max values
Parameters
normalized: number
value to denormalize
min: number
max to denormalize between
max: number
min to denormalize between
Returns number
the denormalized value
Static HCFSearch playground for HCF
Returns the highest common factor of two integers.
Parameters
a: number
first parameter
b: number
second parameter
Returns number
HCF of a and b
Static HermiteSearch playground for Hermite
Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
Parameters
value1: number
defines the first control point
tangent1: number
defines the first tangent
value2: number
defines the second control point
tangent2: number
defines the second tangent
amount: number
defines the amount on the interpolation spline (between 0 and 1)
Returns number
hermite result
Static Hermite1st DerivativeSearch playground for Hermite1stDerivative
Returns a new scalar which is the 1st derivative of the Hermite spline defined by the scalars "value1", "value2", "tangent1", "tangent2".
Parameters
value1: number
defines the first control point
tangent1: number
defines the first tangent
value2: number
defines the second control point
tangent2: number
defines the second tangent
time: number
define where the derivative must be done
Returns number
1st derivative
Static ILog2Search playground for ILog2
the floor part of a log2 value.
Parameters
value: number
the value to compute log2 of
Returns number
the log2 of value.
Static Inverse LerpSearch playground for InverseLerp
Calculates the linear parameter t that produces the interpolant value within the range [a, b].
Parameters
a: number
start value
b: number
target value
value: number
value between a and b
Returns number
the inverseLerp value
Static LerpSearch playground for Lerp
Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
Parameters
start: number
start value
end: number
target value
amount: number
amount to lerp between
Returns number
the lerped value
Static Lerp AngleSearch playground for LerpAngle
Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
Parameters
start: number
start value
end: number
target value
amount: number
amount to lerp between
Returns number
the lerped value
Static Log2Search playground for Log2
the log2 of value.
Parameters
value: number
the value to compute log2 of
Returns number
the log2 of value.
Static Move TowardsSearch playground for MoveTowards
Moves a value current towards target.
This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta. Negative values of maxDelta pushes the value away from target.
Parameters
current: number
current value
target: number
target value
maxDelta: number
max distance to move
Returns number
resulting value
Static Move Towards AngleSearch playground for MoveTowardsAngle
Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
Parameters
current: number
current value
target: number
target value
maxDelta: number
max distance to move
Returns number
resulting angle
Static NormalizeSearch playground for Normalize
Normalize the value between 0.0 and 1.0 using min and max values
Parameters
value: number
value to normalize
min: number
max to normalize between
max: number
min to normalize between
Returns number
the normalized value
Static Normalize RadiansSearch playground for NormalizeRadians
Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
Parameters
angle: number
The angle to normalize in radian.
Returns number
The converted angle.
Static Percent To RangeSearch playground for PercentToRange
This function returns number that corresponds to the percentage in a given range.
PercentToRange(0.34,0,100) will return 34.
Parameters
percent: number
to convert to number
min: number
min range
max: number
max range
Returns number
the number
Static Ping PongSearch playground for PingPong
PingPongs the value t, so that it is never larger than length and never smaller than 0.
Parameters
tx: number
value
length: number
length
Returns number
The returned value will move back and forth between 0 and length
Static Random RangeSearch playground for RandomRange
Returns a random float number between and min and max values
Parameters
min: number
min value of random
max: number
max value of random
Returns number
random value
Static Range To PercentSearch playground for RangeToPercent
This function returns percentage of a number in a given range.
RangeToPercent(40,20,60) will return 0.5 (50%) RangeToPercent(34,0,100) will return 0.34 (34%)
Parameters
number: number
to convert to percentage
min: number
min range
max: number
max range
Returns number
the percentage
Static RepeatSearch playground for Repeat
Loops the value, so that it is never larger than length and never smaller than 0.
This is similar to the modulo operator but it works with floating point numbers. For example, using 3.0 for t and 2.5 for length, the result would be 0.5. With t = 5 and length = 2.5, the result would be 0.0. Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
Parameters
value: number
the value
length: number
the length
Returns number
the looped value
Static SignSearch playground for Sign
Returns -1 if value is negative and +1 is value is positive.
Parameters
value: number
the value
Returns number
the value itself if it's equal to zero.
Static Smooth StepSearch playground for SmoothStep
Interpolates between min and max with smoothing at the limits.
This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
Parameters
from: number
from
to: number
to
tx: number
value
Returns number
the smooth stepped value
Static To HexSearch playground for ToHex
Returns a string : the upper case translation of the number i to hexadecimal.
Parameters
i: number
number
Returns string
the upper case translation of the number i to hexadecimal.
Static Within EpsilonSearch playground for WithinEpsilon
Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
Parameters
a: number
number
b: number
number
Optional epsilon: number
(default = 1.401298E-45)
Returns boolean
true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
Scalar computation library