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Class Scalar

Scalar computation library

Hierarchy

  • Scalar

Index

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

    Returns number

    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 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

Static NormalizeRadiansSearch playground for 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 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: number

      min range

    • max: number

      max range

    Returns number

    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.

    Parameters

    • tx: number

      value

    • length: number

      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

    Returns number

    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: number

      min range

    • max: number

      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

    Parameters

    • value: number

      the value

    • length: number

      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.

    Parameters

    • value: number

      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.

    Parameters

    • from: number

      from

    • to: number

      to

    • tx: number

      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.

    Parameters

    • i: number

      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

    • a: number

      number

    • b: 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)

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