Scalar

Hierarchy

  • Scalar

Index

Properties

Static TwoPi

TwoPi: number

Two pi constants convenient for computation.

Methods

Static Clamp

  • Clamp(value: number, min?: number, max?: number): number
  • Returns the value itself if it's between min and max. Returns min if the value is lower than min. Returns max if the value is greater than max.

    Parameters

    • value: number
    • Optional min: number
    • Optional max: number

    Returns number

Static DeltaAngle

  • DeltaAngle(current: number, target: number): number
  • Calculates the shortest difference between two given angles given in degrees.

    Parameters

    • current: number
    • target: number

    Returns number

Static Denormalize

  • Denormalize(normalized: number, min: number, max: number): number
  • Denormalize the value from 0.0 and 1.0 using min and max values

    Parameters

    • normalized: number
    • min: number
    • max: number

    Returns number

Static Hermite

  • Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number
  • Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".

    Parameters

    • value1: number
    • tangent1: number
    • value2: number
    • tangent2: number
    • amount: number

    Returns number

Static InverseLerp

  • InverseLerp(a: number, b: number, value: number): number
  • Calculates the linear parameter t that produces the interpolant value within the range [a, b].

    Parameters

    • a: number
    • b: number
    • value: number

    Returns number

Static Lerp

  • Lerp(start: number, end: number, amount: number): number
  • Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.

    Parameters

    • start: number
    • end: number
    • amount: number

    Returns number

Static LerpAngle

  • LerpAngle(start: number, end: number, amount: number): number
  • Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.

    Parameters

    • start: number
    • end: number
    • amount: number

    Returns number

Static Log2

  • Log2(value: number): number
  • Returns the log2 of value.

    Parameters

    • value: number

    Returns number

Static MoveTowards

  • MoveTowards(current: number, target: number, maxDelta: number): number
  • Moves a value current towards target.

    This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta. Negative values of maxDelta pushes the value away from target.

    Parameters

    • current: number
    • target: number
    • maxDelta: number

    Returns number

Static MoveTowardsAngle

  • MoveTowardsAngle(current: number, target: number, maxDelta: number): number
  • Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.

    Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.

    Parameters

    • current: number
    • target: number
    • maxDelta: number

    Returns number

Static Normalize

  • Normalize(value: number, min: number, max: number): number
  • Normalize the value between 0.0 and 1.0 using min and max values

    Parameters

    • value: number
    • min: number
    • max: number

    Returns number

Static NormalizeRadians

  • NormalizeRadians(angle: number): number
  • Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.

    Parameters

    • angle: number

      The angle to normalize in radian.

    Returns number

    The converted angle.

Static PercentToRange

  • PercentToRange(percent: number, min: number, max: number): number
  • This function returns number that corresponds to the percentage in a given range.

    PercentToRange(0.34,0,100) will return 34.

    Parameters

    • percent: number
    • min: number
    • max: number

    Returns number

Static PingPong

  • PingPong(tx: number, length: number): number
  • PingPongs the value t, so that it is never larger than length and never smaller than 0.

    The returned value will move back and forth between 0 and length

    Parameters

    • tx: number
    • length: number

    Returns number

Static RandomRange

  • RandomRange(min: number, max: number): number
  • Returns a random float number between and min and max values

    Parameters

    • min: number
    • max: number

    Returns number

Static RangeToPercent

  • RangeToPercent(number: number, min: number, max: number): number
  • This function returns percentage of a number in a given range.

    RangeToPercent(40,20,60) will return 0.5 (50%) RangeToPercent(34,0,100) will return 0.34 (34%)

    Parameters

    • number: number
    • min: number
    • max: number

    Returns number

Static Repeat

  • Repeat(value: number, length: number): number
  • Loops the value, so that it is never larger than length and never smaller than 0.

    This is similar to the modulo operator but it works with floating point numbers. For example, using 3.0 for t and 2.5 for length, the result would be 0.5. With t = 5 and length = 2.5, the result would be 0.0. Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator

    Parameters

    • value: number
    • length: number

    Returns number

Static Sign

  • Sign(value: number): number
  • Returns -1 if value is negative and +1 is value is positive. Returns the value itself if it's equal to zero.

    Parameters

    • value: number

    Returns number

Static SmoothStep

  • SmoothStep(from: number, to: number, tx: number): number
  • Interpolates between min and max with smoothing at the limits.

    This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.

    Parameters

    • from: number
    • to: number
    • tx: number

    Returns number

Static ToHex

  • ToHex(i: number): string
  • Returns a string : the upper case translation of the number i to hexadecimal.

    Parameters

    • i: number

    Returns string

Static WithinEpsilon

  • WithinEpsilon(a: number, b: number, epsilon?: number): boolean
  • Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)

    Parameters

    • a: number
    • b: number
    • Optional epsilon: number

    Returns boolean

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