C# Class Mathfx, Kinect-vs-Autism-project-CSI-2

Show file Open project: mfppvl/Kinect-vs-Autism-project-CSI-2 Class Usage Examples

Public Methods

Method Description
Approx ( Vector3 val, Vector3 about, float range ) : bool
Approx ( float val, float about, float range ) : bool
Berp ( float start, float end, float value ) : float
Bounce ( float x ) : float
Clerp ( float start, float end, float value ) : float
Coserp ( float start, float end, float value ) : float
CubicBezier ( float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : Vector2
GaussFalloff ( float distance, float inRadius ) : float
Hermite ( float start, float end, float value ) : float
IntersectPoint ( Vector2 start1, Vector2 start2, Vector2 dir1, Vector2 dir2 ) : Vector2
IsNearBezier ( Vector2 p, BezierPoint point1, BezierPoint point2, float rad ) : bool
IsNearBezierTest ( Vector2 p, BezierCurve c, float accuracy, float maxDist ) : bool
IsNearBeziers ( Vector2 p, BezierPoint points, float rad ) : bool
Lerp ( float start, float end, float value ) : float
NearestPoint ( Vector3 lineStart, Vector3 lineEnd, Vector3 point ) : Vector3
NearestPointOnBezier ( Vector2 p, BezierCurve c, float accuracy, bool doubleAc ) : Vector2
NearestPointOnBezier ( Vector2 p, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : Vector2
NearestPointOnCircle ( Vector2 p, Vector2 center, float w ) : Vector2
NearestPointStrict ( Vector2 lineStart, Vector2 lineEnd, Vector2 point ) : Vector2
NearestPointStrict ( Vector3 lineStart, Vector3 lineEnd, Vector3 point ) : Vector3
Normalize ( Vector2 p ) : Vector2
RotateVector ( Vector2 vector, float rad ) : Vector2
Sinerp ( float start, float end, float value ) : float
SmoothStep ( float x, float min, float max ) : float
ThreePointCircle ( Vector2 a1, Vector2 a2, Vector2 a3 ) : Vector2

Method Details

Approx() public static method

public static Approx ( Vector3 val, Vector3 about, float range ) : bool
val Vector3
about Vector3
range float
return bool

Approx() public static method

public static Approx ( float val, float about, float range ) : bool
val float
about float
range float
return bool

Berp() public static method

public static Berp ( float start, float end, float value ) : float
start float
end float
value float
return float

Bounce() public static method

public static Bounce ( float x ) : float
x float
return float

Clerp() public static method

public static Clerp ( float start, float end, float value ) : float
start float
end float
value float
return float

Coserp() public static method

public static Coserp ( float start, float end, float value ) : float
start float
end float
value float
return float

CubicBezier() public static method

public static CubicBezier ( float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : Vector2
t float
p0 Vector2
p1 Vector2
p2 Vector2
p3 Vector2
return Vector2

GaussFalloff() public static method

public static GaussFalloff ( float distance, float inRadius ) : float
distance float
inRadius float
return float

Hermite() public static method

public static Hermite ( float start, float end, float value ) : float
start float
end float
value float
return float

IntersectPoint() public static method

public static IntersectPoint ( Vector2 start1, Vector2 start2, Vector2 dir1, Vector2 dir2 ) : Vector2
start1 Vector2
start2 Vector2
dir1 Vector2
dir2 Vector2
return Vector2

IsNearBezier() public static method

public static IsNearBezier ( Vector2 p, BezierPoint point1, BezierPoint point2, float rad ) : bool
p Vector2
point1 BezierPoint
point2 BezierPoint
rad float
return bool

IsNearBezierTest() public static method

public static IsNearBezierTest ( Vector2 p, BezierCurve c, float accuracy, float maxDist ) : bool
p Vector2
c BezierCurve
accuracy float
maxDist float
return bool

IsNearBeziers() public static method

public static IsNearBeziers ( Vector2 p, BezierPoint points, float rad ) : bool
p Vector2
points BezierPoint
rad float
return bool

Lerp() public static method

public static Lerp ( float start, float end, float value ) : float
start float
end float
value float
return float

NearestPoint() public static method

public static NearestPoint ( Vector3 lineStart, Vector3 lineEnd, Vector3 point ) : Vector3
lineStart Vector3
lineEnd Vector3
point Vector3
return Vector3

NearestPointOnBezier() public static method

public static NearestPointOnBezier ( Vector2 p, BezierCurve c, float accuracy, bool doubleAc ) : Vector2
p Vector2
c BezierCurve
accuracy float
doubleAc bool
return Vector2

NearestPointOnBezier() public static method

public static NearestPointOnBezier ( Vector2 p, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : Vector2
p Vector2
p0 Vector2
p1 Vector2
p2 Vector2
p3 Vector2
return Vector2

NearestPointOnCircle() public static method

public static NearestPointOnCircle ( Vector2 p, Vector2 center, float w ) : Vector2
p Vector2
center Vector2
w float
return Vector2

NearestPointStrict() public static method

public static NearestPointStrict ( Vector2 lineStart, Vector2 lineEnd, Vector2 point ) : Vector2
lineStart Vector2
lineEnd Vector2
point Vector2
return Vector2

NearestPointStrict() public static method

public static NearestPointStrict ( Vector3 lineStart, Vector3 lineEnd, Vector3 point ) : Vector3
lineStart Vector3
lineEnd Vector3
point Vector3
return Vector3

Normalize() public static method

public static Normalize ( Vector2 p ) : Vector2
p Vector2
return Vector2

RotateVector() public static method

public static RotateVector ( Vector2 vector, float rad ) : Vector2
vector Vector2
rad float
return Vector2

Sinerp() public static method

public static Sinerp ( float start, float end, float value ) : float
start float
end float
value float
return float

SmoothStep() public static method

public static SmoothStep ( float x, float min, float max ) : float
x float
min float
max float
return float

ThreePointCircle() public static method

public static ThreePointCircle ( Vector2 a1, Vector2 a2, Vector2 a3 ) : Vector2
a1 Vector2
a2 Vector2
a3 Vector2
return Vector2