WithinEpsilon(float a, float b) |
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AlmostEqual(Vector2 a, Vector2 b, float epsilon) |
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PlaneFrom(Vector3 pointOnPlane, Vector3 normal) |
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SmoothStep(float value1, float value2, float amount) |
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MulT(float sin, float cos, Vector2 vectorToRotate) |
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tripleProduct(Vector2 A, Vector2 B, Vector2 C) |
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ResizeAndFit(float Width, float Height, float MaxWidth, float MaxHeight, Vector2 originalScale) |
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ProjectUntoAxis(Vector2 thisPoint, float axisRightAngle) |
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RotateAbout(Vector2 thisPoint, Vector2 pivot, float s, float c) |
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RotateAbout(Vector2 thisPoint, Vector2 pivot, float angle) |
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Rotate(Vector2 vec, float angle) |
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Abs(Vector2 vec) |
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Min(float a, float b) |
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Max(float a, float b) |
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ModWrapped(int a, int b) |
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ModWrapped(float a, float b) |
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Abs(float val) |
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Atan2(float y, float x) |
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Sin(float radians) |
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Cos(float radians) |
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Tan(float radians) |
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Floor(float value) |
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Round(float value) |
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Floor(Vector2 vector) |
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Round(Vector2 vector) |
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Ceiling(float value) |
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Ceiling(Vector2 vector) |
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LengthdirX(float length, float dirInRadians) |
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LengthdirY(float length, float dirInRadians) |
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Lengthdir(float length, float dirInRadians) |
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getSpeed(float velocityX, float velocityY) |
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getSpeed(Vector2 velocity) |
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PointDirection(float x1, float y1, float x2, float y2) |
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PointDirection(Vector2 pos1, Vector2 pos2) |
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InverseSquareRoot(float x) |
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MatrixCreateLookAt(Vector3 direction, Vector3 up) |
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QuadraticStep(float valueA, float valueB, float amount) |
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Sqrt(float val) |
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Sign(float val) |
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getGlidingVelocityTowards(Vector2 currentPosition, Vector2 currentVelocity, Vector2 targetPosition, float maxSpeed, float turnSpeed) |
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Distance(float x1, float y1, float x2, float y2) |
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Distance(Point pos1, Point pos2) |
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moveTowards(float currentPosition, float targetPosition, float currentVelocity, float maxVelocity, float acceleration, float decceleration) |
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Barycentric(float value1, float value2, float value3, float amount1, float amount2) |
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CatmullRom(float value1, float value2, float value3, float value4, float amount) |
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Clamp(float value, float min, float max) |
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Clamp(int value, int min, int max) |
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Distance(float value1, float value2) |
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Hermite(float value1, float tangent1, float value2, float tangent2, float amount) |
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Lerp(int a, int b, float amount) |
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Lerp(float a, float b, float amount) |
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WrapAngle(float angle) |
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LerpAngle(float current, float designated, float amt) |
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AngleDifference(float sourceAngle, float targetAngle) |
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Approach(float value, float toApproach, float amount) |
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Approach(Vector2 value, Vector2 toApproach, float amount) |
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ApproachAngle(float curAngle, float targetAngle, float maxChange) |
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transformX(float positionX, float positionY, Matrix4x4 matrix) |
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transformY(float positionX, float positionY, Matrix4x4 matrix) |
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