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