Two pi constants convenient for computation.
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.
Calculates the shortest difference between two given angles given in degrees.
Denormalize the value from 0.0 and 1.0 using min and max values
Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
Calculates the linear parameter t that produces the interpolant value within the range [a, b].
Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
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.
Returns the log2 of value.
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.
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.
Normalize the value between 0.0 and 1.0 using min and max values
Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
The angle to normalize in radian.
The converted angle.
This function returns number that corresponds to the percentage in a given range.
PercentToRange(0.34,0,100) will return 34.
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
Returns a random float number between and min and max values
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%)
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
Returns -1 if value is negative and +1 is value is positive. Returns the value itself if it's equal to zero.
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.
Returns a string : the upper case translation of the number i to hexadecimal.
Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
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