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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: float Y: float
|
Vector3 |
3-Component Vector |
X: float Y: float Z: float
|
Vector4 |
4-Component Vector |
X: float Y: float Z: float W: float
|
Quaternion |
4D Complex Number |
i: float j: float k: float r: float
|
EulerAngles |
3 Rotational Axes |
Roll: float Pitch: float Yaw: float
|
Transform |
Composite of Vector4 and Quaternion
|
position: Vector4 orientation: Quaternion
|
Matrix |
4x4 Matrix composed of 4 Vector4 's |
X: Vector4 Y: Vector4 Z: Vector4 W: Vector4
|
// Scripted
public static func 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) -> Float
public static 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
public static func 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