Namespace: | Sirenix.Utilities |
Assembly: | Sirenix.Utilities |
public static class MathUtilities
public static Vector3 Abs(this Vector3 v)
UnityEngine.Vector3 | v |
UnityEngine.Vector3 |
public static float Bounce(float value)
System.Single | value |
System.Single |
public static float BounceEaseInFastOut(float t)
System.Single | t |
System.Single |
public static Vector2 Clamp(this Vector2 value, Vector2 min, Vector2 max)
UnityEngine.Vector2 | value | |
UnityEngine.Vector2 | min | |
UnityEngine.Vector2 | max |
UnityEngine.Vector2 |
public static Vector3 Clamp(this Vector3 value, Vector3 min, Vector3 max)
UnityEngine.Vector3 | value | |
UnityEngine.Vector3 | min | |
UnityEngine.Vector3 | max |
UnityEngine.Vector3 |
public static float ClampWrapAngle(float angle, float min, float max)
System.Single | angle | |
System.Single | min | |
System.Single | max |
System.Single |
public static int ComputeByteArrayHash(byte[] data)
System.Byte[] | data |
System.Int32 |
public static double DiscardLeastSignificantDecimal(double v)
System.Double | v |
System.Double |
public static float EaseInElastic(float value, float amplitude = 0.25F, float length = 0.6F)
System.Single | value | |
System.Single | amplitude | |
System.Single | length |
System.Single |
public static float EaseInOut(float t)
System.Single | t |
System.Single |
public static float EaseOutElastic(float value, float amplitude = 0.25F, float length = 0.6F)
System.Single | value | |
System.Single | amplitude | |
System.Single | length |
System.Single |
public static float Fract(float value)
System.Single | value |
System.Single |
public static Vector2 Fract(Vector2 value)
UnityEngine.Vector2 | value |
UnityEngine.Vector2 |
public static Vector3 Fract(Vector3 value)
UnityEngine.Vector3 | value |
UnityEngine.Vector3 |
public static float Hermite(float start, float end, float t)
System.Single | start | |
System.Single | end | |
System.Single | t |
System.Single |
public static float Hermite01(float t)
System.Single | t |
System.Single |
public static Vector2 InfiniteLineIntersect(Vector2 ps1, Vector2 pe1, Vector2 ps2, Vector2 pe2)
UnityEngine.Vector2 | ps1 | |
UnityEngine.Vector2 | pe1 | |
UnityEngine.Vector2 | ps2 | |
UnityEngine.Vector2 | pe2 |
UnityEngine.Vector2 |
public static Vector3 InterpolatePoints(Vector3[] path, float t)
UnityEngine.Vector3[] | path | |
System.Single | t |
UnityEngine.Vector3 |
public static Vector2 LerpUnclamped(Vector2 from, Vector2 to, float amount)
UnityEngine.Vector2 | from | |
UnityEngine.Vector2 | to | |
System.Single | amount |
UnityEngine.Vector2 |
public static Vector3 LerpUnclamped(Vector3 from, Vector3 to, float amount)
UnityEngine.Vector3 | from | |
UnityEngine.Vector3 | to | |
System.Single | amount |
UnityEngine.Vector3 |
public static float LinearStep(float a, float b, float t)
System.Single | a | |
System.Single | b | |
System.Single | t |
System.Single |
public static float LineDistToPlane(Vector3 planeOrigin, Vector3 planeNormal, Vector3 lineOrigin, Vector3 lineDirectionNormalized)
UnityEngine.Vector3 | planeOrigin | |
UnityEngine.Vector3 | planeNormal | |
UnityEngine.Vector3 | lineOrigin | |
UnityEngine.Vector3 | lineDirectionNormalized |
System.Single |
public static bool LineIntersectsLine(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, out Vector2 intersection)
UnityEngine.Vector2 | a1 | |
UnityEngine.Vector2 | a2 | |
UnityEngine.Vector2 | b1 | |
UnityEngine.Vector2 | b2 | |
UnityEngine.Vector2 | intersection |
System.Boolean |
public static float PointDistanceToLine(Vector3 point, Vector3 a, Vector3 b)
UnityEngine.Vector3 | point | |
UnityEngine.Vector3 | a | |
UnityEngine.Vector3 | b |
System.Single |
public static Vector3 Pow(this Vector3 v, float p)
UnityEngine.Vector3 | v | |
System.Single | p |
UnityEngine.Vector3 |
public static float RayDistToPlane(Ray ray, Plane plane)
UnityEngine.Ray | ray | |
UnityEngine.Plane | plane |
System.Single |
public static Vector2 RotatePoint(Vector2 point, float degrees)
UnityEngine.Vector2 | point | |
System.Single | degrees |
UnityEngine.Vector2 |
public static Vector2 RotatePoint(Vector2 point, Vector2 around, float degrees)
UnityEngine.Vector2 | point | |
UnityEngine.Vector2 | around | |
System.Single | degrees |
UnityEngine.Vector2 |
public static double RoundBasedOnMinimumDifference(double valueToRound, double minDifference)
System.Double | valueToRound | |
System.Double | minDifference |
System.Double |
public static Vector3 Sign(this Vector3 v)
UnityEngine.Vector3 | v |
UnityEngine.Vector3 |
public static float SmoothStep(float a, float b, float t)
System.Single | a | |
System.Single | b | |
System.Single | t |
System.Single |
public static float StackHermite(float start, float end, float t, int count)
System.Single | start | |
System.Single | end | |
System.Single | t | |
System.Int32 | count |
System.Single |
public static float StackHermite01(float t, int count)
System.Single | t | |
System.Int32 | count |
System.Single |
public static double Wrap(double value, double min, double max)
System.Double | value | |
System.Double | min | |
System.Double | max |
System.Double |
public static int Wrap(int value, int min, int max)
System.Int32 | value | |
System.Int32 | min | |
System.Int32 | max |
System.Int32 |
public static float Wrap(float value, float min, float max)
System.Single | value | |
System.Single | min | |
System.Single | max |
System.Single |