Method | Description | |
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angleLerp ( |
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ease ( EaseType easeType, Microsoft.Xna.Framework.Color from, Microsoft.Xna.Framework.Color to, float t, float duration ) : Microsoft.Xna.Framework.Color | ||
ease ( EaseType easeType, Microsoft.Xna.Framework.Quaternion from, Microsoft.Xna.Framework.Quaternion to, float t, float duration ) : Microsoft.Xna.Framework.Quaternion | ||
ease ( EaseType easeType, |
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ease ( EaseType easeType, |
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ease ( EaseType easeType, Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float t, float duration ) : Microsoft.Xna.Framework.Vector3 | ||
ease ( EaseType easeType, |
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ease ( EaseType easeType, float from, float to, float t, float duration ) : float | ||
easeAngle ( EaseType easeType, |
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fastSpring ( |
uses the semi-implicit euler method. slower, but always stable. see http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
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fastSpring ( float currentValue, float targetValue, float &velocity, float dampingRatio, float angularFrequency ) : float |
uses the semi-implicit euler method. faster, but not always stable. see http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
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lerp ( Microsoft.Xna.Framework.Color from, Microsoft.Xna.Framework.Color to, float t ) : Microsoft.Xna.Framework.Color | ||
lerp ( |
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lerp ( |
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lerp ( Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float t ) : Microsoft.Xna.Framework.Vector3 | ||
lerp ( |
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lerp ( float from, float to, float t ) : float | ||
lerpDamp ( float source, float target, float smoothing ) : float |
A smoothing rate of zero will give you back the target value (i.e. no smoothing), and a rate of 1 is technically not allowed, but will just give you back the source value (i.e. infinite smoothing). Note that this is the opposite of the way a lerp parameter works, but if you so desire, you can just use additive inverse of the smoothing parameter inside the Pow. Smoothing rate dictates the proportion of source remaining after one second
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lerpTowards ( |
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lerpTowards ( Microsoft.Xna.Framework.Vector3 followerCurrentPosition, Microsoft.Xna.Framework.Vector3 targetPreviousPosition, Microsoft.Xna.Framework.Vector3 targetCurrentPosition, float smoothFactor, float deltaTime ) : Microsoft.Xna.Framework.Vector3 | ||
lerpTowards ( Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float remainingFactorPerSecond, float deltaTime ) : Microsoft.Xna.Framework.Vector3 | ||
lerpTowards ( float from, float to, float remainingFactorPerSecond, float deltaTime ) : float |
remainingFactorPerSecond is the percentage of the distance it covers every second. should be between 0 and 1. if it's 0.25 it means it covers 75% of the remaining distance every second independent of the framerate
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stableSpring ( |
uses the implicit euler method. faster, but not always stable. see http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
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stableSpring ( float currentValue, float targetValue, float &velocity, float dampingRatio, float angularFrequency ) : float |
uses the implicit euler method. slower, but always stable. see http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
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public static angleLerp ( |
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from | ||
to | ||
t | float | |
return |
public static ease ( EaseType easeType, Microsoft.Xna.Framework.Color from, Microsoft.Xna.Framework.Color to, float t, float duration ) : Microsoft.Xna.Framework.Color | ||
easeType | EaseType | |
from | Microsoft.Xna.Framework.Color | |
to | Microsoft.Xna.Framework.Color | |
t | float | |
duration | float | |
return | Microsoft.Xna.Framework.Color |
public static ease ( EaseType easeType, Microsoft.Xna.Framework.Quaternion from, Microsoft.Xna.Framework.Quaternion to, float t, float duration ) : Microsoft.Xna.Framework.Quaternion | ||
easeType | EaseType | |
from | Microsoft.Xna.Framework.Quaternion | |
to | Microsoft.Xna.Framework.Quaternion | |
t | float | |
duration | float | |
return | Microsoft.Xna.Framework.Quaternion |
public static ease ( EaseType easeType, |
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easeType | EaseType | |
from | ||
to | ||
t | float | |
duration | float | |
return |
public static ease ( EaseType easeType, |
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easeType | EaseType | |
from | ||
to | ||
t | float | |
duration | float | |
return |
public static ease ( EaseType easeType, Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float t, float duration ) : Microsoft.Xna.Framework.Vector3 | ||
easeType | EaseType | |
from | Microsoft.Xna.Framework.Vector3 | |
to | Microsoft.Xna.Framework.Vector3 | |
t | float | |
duration | float | |
return | Microsoft.Xna.Framework.Vector3 |
public static ease ( EaseType easeType, |
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easeType | EaseType | |
from | ||
to | ||
t | float | |
duration | float | |
return |
public static ease ( EaseType easeType, float from, float to, float t, float duration ) : float | ||
easeType | EaseType | |
from | float | |
to | float | |
t | float | |
duration | float | |
return | float |
public static easeAngle ( EaseType easeType, |
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easeType | EaseType | |
from | ||
to | ||
t | float | |
duration | float | |
return |
public static fastSpring ( |
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currentValue | Current value. | |
targetValue | Target value. | |
velocity | Velocity by reference. Be sure to reset it to 0 if changing the targetValue between calls | |
dampingRatio | float | lower values are less damped and higher values are more damped resulting in less springiness. /// should be between 0.01f, 1f to avoid unstable systems. |
angularFrequency | float | An angular frequency of 2pi (radians per second) means the oscillation completes one /// full period over one second, i.e. 1Hz. should be less than 35 or so to remain stable |
return |
public static fastSpring ( float currentValue, float targetValue, float &velocity, float dampingRatio, float angularFrequency ) : float | ||
currentValue | float | Current value. |
targetValue | float | Target value. |
velocity | float | Velocity by reference. Be sure to reset it to 0 if changing the targetValue between calls |
dampingRatio | float | lower values are less damped and higher values are more damped resulting in less springiness. /// should be between 0.01f, 1f to avoid unstable systems. |
angularFrequency | float | An angular frequency of 2pi (radians per second) means the oscillation completes one /// full period over one second, i.e. 1Hz. should be less than 35 or so to remain stable |
return | float |
public static lerp ( Microsoft.Xna.Framework.Color from, Microsoft.Xna.Framework.Color to, float t ) : Microsoft.Xna.Framework.Color | ||
from | Microsoft.Xna.Framework.Color | |
to | Microsoft.Xna.Framework.Color | |
t | float | |
return | Microsoft.Xna.Framework.Color |
public static lerp ( |
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from | ||
to | ||
t | float | |
return |
public static lerp ( |
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from | ||
to | ||
t | float | |
return |
public static lerp ( Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float t ) : Microsoft.Xna.Framework.Vector3 | ||
from | Microsoft.Xna.Framework.Vector3 | |
to | Microsoft.Xna.Framework.Vector3 | |
t | float | |
return | Microsoft.Xna.Framework.Vector3 |
public static lerp ( |
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from | ||
to | ||
t | float | |
return |
public static lerp ( float from, float to, float t ) : float | ||
from | float | |
to | float | |
t | float | |
return | float |
public static lerpDamp ( float source, float target, float smoothing ) : float | ||
source | float | Source. |
target | float | Target. |
smoothing | float | Smoothing. |
return | float |
public static lerpTowards ( |
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from | ||
to | ||
remainingFactorPerSecond | float | |
deltaTime | float | |
return |
public static lerpTowards ( Microsoft.Xna.Framework.Vector3 followerCurrentPosition, Microsoft.Xna.Framework.Vector3 targetPreviousPosition, Microsoft.Xna.Framework.Vector3 targetCurrentPosition, float smoothFactor, float deltaTime ) : Microsoft.Xna.Framework.Vector3 | ||
followerCurrentPosition | Microsoft.Xna.Framework.Vector3 | |
targetPreviousPosition | Microsoft.Xna.Framework.Vector3 | |
targetCurrentPosition | Microsoft.Xna.Framework.Vector3 | |
smoothFactor | float | |
deltaTime | float | |
return | Microsoft.Xna.Framework.Vector3 |
public static lerpTowards ( Microsoft.Xna.Framework.Vector3 from, Microsoft.Xna.Framework.Vector3 to, float remainingFactorPerSecond, float deltaTime ) : Microsoft.Xna.Framework.Vector3 | ||
from | Microsoft.Xna.Framework.Vector3 | |
to | Microsoft.Xna.Framework.Vector3 | |
remainingFactorPerSecond | float | |
deltaTime | float | |
return | Microsoft.Xna.Framework.Vector3 |
public static lerpTowards ( float from, float to, float remainingFactorPerSecond, float deltaTime ) : float | ||
from | float | From. |
to | float | To. |
remainingFactorPerSecond | float | Remaining factor per second. |
deltaTime | float | Delta time. |
return | float |
public static stableSpring ( |
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currentValue | Current value. | |
targetValue | Target value. | |
velocity | Velocity by reference. Be sure to reset it to 0 if changing the targetValue between calls | |
dampingRatio | float | lower values are less damped and higher values are more damped resulting in less springiness. /// should be between 0.01f, 1f to avoid unstable systems. |
angularFrequency | float | An angular frequency of 2pi (radians per second) means the oscillation completes one /// full period over one second, i.e. 1Hz. should be less than 35 or so to remain stable |
return |
public static stableSpring ( float currentValue, float targetValue, float &velocity, float dampingRatio, float angularFrequency ) : float | ||
currentValue | float | Current value. |
targetValue | float | Target value. |
velocity | float | Velocity by reference. Be sure to reset it to 0 if changing the targetValue between calls |
dampingRatio | float | lower values are less damped and higher values are more damped resulting in less springiness. /// should be between 0.01f, 1f to avoid unstable systems. |
angularFrequency | float | An angular frequency of 2pi (radians per second) means the oscillation completes one /// full period over one second, i.e. 1Hz. should be less than 35 or so to remain stable |
return | float |