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VOLLBILD AN/AUS
Object
MathX
static public float fps120Delta<>():float static public
static public float DegreesToRadians<>():float static public
static public float RadiansToDegrees<>():float static public
static public int Factorial<>(
int i=,
i:int=,
):int static public
static public float Min<>(
Single[] values=,
values:Single[]=,
):float static public
static public float Max<>(
Single[] values=,
values:Single[]=,
):float static public
static public float Sample<>(
float tl=,
tl:float=,
float tr=,
tr:float=,
float bl=,
bl:float=,
float br=,
br:float=,
Vector2 uv=,
uv:Vector2=,
):float static public
static public float Sample<>(
float ba=,
ba:float=,
float bb=,
bb:float=,
float bc=,
bc:float=,
float bd=,
bd:float=,
float ta=,
ta:float=,
float tb=,
tb:float=,
float tc=,
tc:float=,
float td=,
td:float=,
Vector3 uvw=,
uvw:Vector3=,
):float static public
static public float Fract<>(
float value=,
value:float=,
):float static public
static public float TimeLerpAmountExp<>(
float t=,
t:float=,
float time=,
time:float=,
):float static public
static public float TimeLerp<>(
float lastValue=,
lastValue:float=,
float nextValue=,
nextValue:float=,
float t=,
t:float=,
float time=,
time:float=,
):float static public
static public float AbsoluteDeltaAngle<>(
float degreesA=,
degreesA:float=,
float degreesB=,
degreesB:float=,
):float static public
static public float NormalizeAngle<>(
float degrees=,
degrees:float=,
):float static public
static public float Smoothstep<>(
float edge0=,
edge0:float=,
float edge1=,
edge1:float=,
float x=,
x:float=,
):float static public
static public float SnapRounded<>(
float value=,
value:float=,
float snappingDistance=,
snappingDistance:float=,
):float static public
static public float SnapCeiled<>(
float value=,
value:float=,
float snappingDistance=,
snappingDistance:float=,
):float static public
static public float SnapFloored<>(
float value=,
value:float=,
float snappingDistance=,
snappingDistance:float=,
):float static public
static public Vector2 RadiansToVector2<>(
float angle=,
angle:float=,
):Vector2 static public
static public float Vector2ToRadians<>(
Vector2 circle=,
circle:Vector2=,
):float static public
static public float LerpAngleDegrees<>(
float a=,
a:float=,
float b=,
b:float=,
float weight=,
weight:float=,
):float static public
static public int MultiIndexToFlatIndex<>(
List<int> indices=,
indices:List<int>=,
List<int> sizes=,
sizes:List<int>=,
):int static public
static public int MultiIndexToFlatIndex<>(
Vector3I indices=,
indices:Vector3I=,
Vector3I sizes=,
sizes:Vector3I=,
):int static public
static public int MultiIndexToFlatIndex<>(
Vector2I indices=,
indices:Vector2I=,
Vector2I sizes=,
sizes:Vector2I=,
):int static public
static public List<int> FlatIndexToMultiIndex<>(
int index=,
index:int=,
List<int> sizes=,
sizes:List<int>=,
List<int> multiIndex=,
multiIndex:List<int>=,
):List<int> static public
static public Vector3I FlatIndexToMultiIndex<>(
int index=,
index:int=,
Vector3I sizes=,
sizes:Vector3I=,
):Vector3I static public
static public Vector2I FlatIndexToMultiIndex<>(
int index=,
index:int=,
Vector2I sizes=,
sizes:Vector2I=,
):Vector2I static public
static public float AngleDelta<>(
float degreesA=,
degreesA:float=,
float degreesB=,
degreesB:float=,
):float static public
static public bool IsInvalidFloat<>(
float value=,
value:float=,
):bool static public
static public float EnsureValidFloat<>(
float value=,
value:float=,
float invalidValue=,
invalidValue:float=,
):float static public
static public float Clamp01<>(
float value=,
value:float=,
float invalidValue=,
invalidValue:float=,
):float static public
static public float RemapClamped<>(
float value=,
value:float=,
float inMin=,
inMin:float=,
float inMax=,
inMax:float=,
float outMin=,
outMin:float=,
float outMax=,
outMax:float=,
):float static public
static public float Normalize<>(
float value=,
value:float=,
float min=,
min:float=,
float max=,
max:float=,
):float static public
static public float NormalizeClamped<>(
float value=,
value:float=,
float min=,
min:float=,
float max=,
max:float=,
):float static public
static public float Map<>(
float value=,
value:float=,
float inputMin=,
inputMin:float=,
float inputMax=,
inputMax:float=,
float outputMin=,
outputMin:float=,
float outputMax=,
outputMax:float=,
):float static public
static public float MapPositive<>(
float value=,
value:float=,
float inputMax=,
inputMax:float=,
float outputMax=,
outputMax:float=,
):float static public
static public float MapClamped<>(
float value=,
value:float=,
float inputMin=,
inputMin:float=,
float inputMax=,
inputMax:float=,
float outputMin=,
outputMin:float=,
float outputMax=,
outputMax:float=,
):float static public
static public float Map01<>(
float value=,
value:float=,
float outputMin=,
outputMin:float=,
float outputMax=,
outputMax:float=,
):float static public
static public float MapPolar<>(
float value=,
value:float=,
float min=,
min:float=,
float max=,
max:float=,
):float static public
static public float MapPolarTo01<>(
float value=,
value:float=,
):float static public
static public int NextPowerOfTwoExponent<>(
int num=,
num:int=,
):int static public
static public int NextPowerOfTwoExponent<>(
float num=,
num:float=,
):int static public
static public int NextPowerOfTwo<>(
float num=,
num:float=,
):int static public
static public float Repeat<>(
float value=,
value:float=,
float length=,
length:float=,
):float static public
static public float Triangle<>(
float value=,
value:float=,
):float static public
static public float EaseSine<>(
float value=,
value:float=,
):float static public
static public int Sign<>(
int value=,
value:int=,
):int static public
static public T LerpList<>(
List<T> data=,
data:List<T>=,
float t=,
t:float=,
Func<T,T,float,T> lerpElementsFunction=,
lerpElementsFunction:Func<T,T,float,T>=,
int dataFillSize=,
dataFillSize:int=,
):T static public
static public float PolarTriangle<>(
float value=,
value:float=,
):float static public
static public float Step<>(
float phase=,
phase:float=,
float phaseStart=,
phaseStart:float=,
float phaseEnd=,
phaseEnd:float=,
):float static public
static public int SafeIndex<>(
int index=,
index:int=,
List<T> elements=,
elements:List<T>=,
bool wrap=,
wrap:bool=,
):int static public
static public int SafeIndex<>(
int index=,
index:int=,
T[] elements=,
elements:T[]=,
bool wrap=,
wrap:bool=,
):int static public
static public int SafeIndex<>(
int index=,
index:int=,
int maxElements=,
maxElements:int=,
bool wrap=,
wrap:bool=,
):int static public
static public int Repeat<>(
int value=,
value:int=,
int range=,
range:int=,
):int static public
static public float PolarRepeat<>(
float value=,
value:float=,
float range=,
range:float=,
):float static public
static public Curve CurveFromPoints<>(
Single[] points=,
points:Single[]=,
):Curve static public
static public Curve Curve<>(
float y0=,
y0:float=,
float y1=,
y1:float=,
float minValue=,
minValue:float=,
float maxValue=,
maxValue:float=,
float minX=,
minX:float=,
float maxX=,
maxX:float=,
):Curve static public
static public Curve Curve<>(
float y=,
y:float=,
):Curve static public
static public float CurveStartPosition<>(
Curve c=,
c:Curve=,
):float static public
static public float CurveEndPosition<>(
Curve c=,
c:Curve=,
):float static public
static public float CurveAngle<>(
Curve c=,
c:Curve=,
float t=,
t:float=,
float samplingRange=,
samplingRange:float=,
):float static public
static public Curve ScaleCurve<>(
Curve c=,
c:Curve=,
float scale=,
scale:float=,
):Curve static public
static public float CurveMaximum<>(
Curve c=,
c:Curve=,
int numSamples=,
numSamples:int=,
):float static public
static public float CurveAverage<>(
Curve c=,
c:Curve=,
int numSamples=,
numSamples:int=,
):float static public
static public List<float> GetCurveWeights<>(
Curve curve=,
curve:Curve=,
int num=,
num:int=,
bool normalize=,
normalize:bool=,
):List<float> static public
static public float Exponent<>(
float base_=,
base_:float=,
float power=,
power:float=,
):float static public
static public float Base<>(
float exponent=,
exponent:float=,
float power=,
power:float=,
):float static public
static public float SmoothingCoefficient<>(
float ms=,
ms:float=,
float reachingTarget=,
reachingTarget:float=,
float frameDurationMS=,
frameDurationMS:float=,
):float static public
static public float SmoothValue<>(
float oldValue=,
oldValue:float=,
float newValue=,
newValue:float=,
float ms=,
ms:float=,
float reachingTarget=,
reachingTarget:float=,
float frameDurationMS=,
frameDurationMS:float=,
):float static public
static public float SmoothDegrees<>(
float oldValue=,
oldValue:float=,
float newValue=,
newValue:float=,
float ms=,
ms:float=,
float reachingTarget=,
reachingTarget:float=,
float frameDurationMS=,
frameDurationMS:float=,
):float static public
static public Vector3 SmoothVector3<>(
Vector3 oldValue=,
oldValue:Vector3=,
Vector3 newValue=,
newValue:Vector3=,
float ms=,
ms:float=,
float reachingTarget=,
reachingTarget:float=,
float frameDurationMS=,
frameDurationMS:float=,
):Vector3 static public
static public float PolarAxis<>(
bool negative=,
negative:bool=,
bool positive=,
positive:bool=,
):float static public












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