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Math
Reece Sheppard edited this page Jun 21, 2021
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1 revision
| Class Name | Type | Components |
|---|---|---|
Vector2 | 2-Component Vector | X: floatY: float |
Vector3 | 3-Component Vector | X: floatY: floatZ: float |
Vector4 | 4-Component Vector | X: floatY: floatZ: floatW: float |
Quaternion | 4D Complex Number | i: floatj: floatk: floatr: float |
EulerAngles | 3 Rotational Axes | Roll: floatPitch: floatYaw: float |
Transform | Composite of Vector4 and Quaternion | position: Vector4orientation: Quaternion |
Matrix | 4x4 Matrix composed of 4 Vector4's | X: Vector4Y: Vector4Z: Vector4W: Vector4 |
// Scripted
publicstaticfunc Pi()-> Float
public static func HalfPi()-> Float
public static func SgnF(a:Float)->Float
public static func ModF(a:Float, b:Float)->Float
public static func FloatIsEqual(f:Float, to:Float)->Bool
public static func RoundMath(f:Float)->Int32
public static func RoundTo(f:Float, decimal:Int32)->Float
public static func ProportionalClampF(inMin:Float, inMax:Float, v:Float, outMin:Float, outMax:Float)->Float
// Natives
public static native func Abs(a:Int32)->Int32
public static native func AbsF(a:Float)->Float
public static native func CeilF(a:Float)->Int32
public static native func Clamp(v:Int32, min:Int32, max:Int32)->Int32
public static native func ClampF(v:Float, min:Float, max:Float)->Float
public static native func ExpF(a:Float)->Float
public static native func FloorF(a:Float)->Int32
public static native func LerpF(alpha:Float, a:Float, b:Float, opt clamp:Bool)->Float
public static native func LogF(a:Float)->Float
public static native func Max(a:Int32, b:Int32)->Int32
public static native func MaxF(a:Float, b:Float)->Float
public static native func Min(a:Int32, b:Int32)->Int32
public static native func MinF(a:Float, b:Float)->Float
public static native func PowF(a:Float, x:Float)->Float
public static native func RandDifferent(lastValue:Int32, range:Int32)->Int32
public static native func RandF()->Float
public static native func RandNoiseF(seed:Int32, max:Float, opt min:Float)->Float
public static native func RandRange(min:Int32, max:Int32)->Int32
public static native func RandRangeF(min:Float, max:Float)->Float
public static native func ReinterpretIntAsFloat(a:Int32)->Float
public static native func RoundF(a:Float)->Int32
public static native func SqrF(a:Float)->Float
public static native func SqrtF(a:Float)->Floatpublicstatic native func CosF(a:Float)->Float
public static native func SinF(a:Float)->Float
public static native func TanF(a:Float)->Float
public static native func AcosF(a:Float)->Float
public static native func AsinF(a:Float)->Float
public static native func AtanF(a:Float, b:Float)->Float
public static native func Deg2Rad(deg:Float)->Float
public static native func Rad2Deg(rad:Float)->Float// Scripted
publicstaticfunc AngleNormalize180(a:Float)-> Float
public static func LerpAngleF(alpha:Float, a:Float, b:Float)-> Float
public static func GetOppositeRotation180(rot:EulerAngles)->EulerAngles
// Natives
public static native func AngleApproach(target:Float, cur:Float, step:Float)->Float
public static native func AngleDistance(target:Float, current:Float)->Float
public static native func AngleNormalize(a:Float)->Float
public static native func GetLookAtLimitDegreesValue(limitType:animLookAtLimitDegreesType)->Float
public static native func GetLookAtLimitDistanceValue(limitType:animLookAtLimitDistanceType)->Float
public static native func GetLookAtLimits(softLimitDegreesType:animLookAtLimitDegreesType, hardLimitDegreesType:animLookAtLimitDegreesType, hardLimitDistanceType:animLookAtLimitDistanceType, backLimitDegreesType:animLookAtLimitDegreesType)->LookAtLimits
public static native func GetLookAtStatus(status:animLookAtStatus, currentStatus:Float)->Bool
public static native func GetLookAtTransitionSpeed(style:animLookAtStyle)->Float