Mathfx

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(Made Hermite()'s parameters the same as Lerp()'s, since they're conceptually similar.)
(Removed Unity bug blame, since it was actually my stupidity. ;))
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== Usage ==
 
== Usage ==
* '''Hermite''' - This function will interpolate while easing in and out at the edges.
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* '''Hermite''' - This method will interpolate while easing in and out at the limits.
* '''Lerp''' - This function stands for Linearly Interpolate and is a work around for a bad Mathf.Lerp function as of 1.2b2.
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* '''Lerp''' - Short for 'linearly interpolate', this method is equivalent to Unity's Mathf.Lerp, included for comparison.
  
 
== C# - Mathfx.cs ==
 
== C# - Mathfx.cs ==

Revision as of 01:39, 18 December 2005

Description

The following snippet provides short functions for floating point numbers. See the usage section for individualized information.

Usage

  • Hermite - This method will interpolate while easing in and out at the limits.
  • Lerp - Short for 'linearly interpolate', this method is equivalent to Unity's Mathf.Lerp, included for comparison.

C# - Mathfx.cs

<csharp>using UnityEngine; using System;

public class Mathfx {

   public float Hermite(float start, float end, float value)
   {
       float tt = Mathf.Min(Mathf.Max((value - start) / (end - start), 0.0f), 1.0f);
       return tt * tt * (3.0f - 2.0f * tt);
   }
   
   public float Lerp(float start, float end, float value)
   {
       return ((1.0f - value) * start) + (value * end);
   }

} </csharp>

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