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Class Scalar

Scalar computation library

• Scalar

Properties

Static TwoPiSearch playground for TwoPi

TwoPi: number

Two pi constants convenient for computation.

Methods

Static ClampSearch playground for 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

the value to clmap

• Optional min: number

the min value to clamp to (default: 0)

• Optional max: number

the max value to clamp to (default: 1)

Returns number

the clamped value

Static DeltaAngleSearch playground for DeltaAngle

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

Parameters

• current: number

current angle in degrees

• target: number

target angle in degrees

the delta

Static DenormalizeSearch playground for 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

value to denormalize

• min: number

max to denormalize between

• max: number

min to denormalize between

Returns number

the denormalized value

Static HCFSearch playground for HCF

• HCF(a: number, b: number): number
• Returns the highest common factor of two integers.

Parameters

• a: number

first parameter

• b: number

second parameter

Returns number

HCF of a and b

Static HermiteSearch playground for 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".

see

http://mathworld.wolfram.com/HermitePolynomial.html

Parameters

• value1: number

defines the first control point

• tangent1: number

defines the first tangent

• value2: number

defines the second control point

• tangent2: number

defines the second tangent

• amount: number

defines the amount on the interpolation spline (between 0 and 1)

Returns number

hermite result

Static Hermite1stDerivativeSearch playground for Hermite1stDerivative

• Hermite1stDerivative(value1: number, tangent1: number, value2: number, tangent2: number, time: number): number
• Returns a new scalar which is the 1st derivative of the Hermite spline defined by the scalars "value1", "value2", "tangent1", "tangent2".

Parameters

• value1: number

defines the first control point

• tangent1: number

defines the first tangent

• value2: number

defines the second control point

• tangent2: number

defines the second tangent

• time: number

define where the derivative must be done

Returns number

1st derivative

Static ILog2Search playground for ILog2

• ILog2(value: number): number
• the floor part of a log2 value.

Parameters

• value: number

the value to compute log2 of

Returns number

the log2 of value.

Static InverseLerpSearch playground for 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

start value

• b: number

target value

• value: number

value between a and b

Returns number

the inverseLerp value

Static LerpSearch playground for 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

start value

• end: number

target value

• amount: number

amount to lerp between

Returns number

the lerped value

Static LerpAngleSearch playground for 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

start value

• end: number

target value

• amount: number

amount to lerp between

Returns number

the lerped value

Static Log2Search playground for Log2

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

Parameters

• value: number

the value to compute log2 of

Returns number

the log2 of value.

Static MoveTowardsSearch playground for 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

current value

• target: number

target value

• maxDelta: number

max distance to move

Returns number

resulting value

Static MoveTowardsAngleSearch playground for 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

current value

• target: number

target value

• maxDelta: number

max distance to move

Returns number

resulting angle

Static NormalizeSearch playground for 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

value to normalize

• min: number

max to normalize between

• max: number

min to normalize between

Returns number

the normalized value

• 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 PercentToRangeSearch playground for 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

to convert to number

min range

max range

the number

Static PingPongSearch playground for PingPong

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

value

length

Returns number

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

Static RandomRangeSearch playground for RandomRange

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

Parameters

• min: number

min value of random

• max: number

max value of random

random value

Static RangeToPercentSearch playground for 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

to convert to percentage

min range

max range

Returns number

the percentage

Static RepeatSearch playground for 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

the value

the length

Returns number

the looped value

Static SignSearch playground for Sign

• Sign(value: number): number
• Returns -1 if value is negative and +1 is value is positive.

the value

Returns number

the value itself if it's equal to zero.

Static SmoothStepSearch playground for 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.

from

to

value

Returns number

the smooth stepped value

Static ToHexSearch playground for ToHex

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

number

Returns string

the upper case translation of the number i to hexadecimal.

Static WithinEpsilonSearch playground for 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

number

number

• Optional epsilon: number

(default = 1.401298E-45)

Returns boolean

true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)

Legend

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