Mathfx

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(Now Hermite behaves similarly to Lerp. I think.)
Line 21: Line 21:
 
     {
 
     {
 
         float tt = Mathf.Min(Mathf.Max((value - start) / (end - start), 0.0f), 1.0f);
 
         float tt = Mathf.Min(Mathf.Max((value - start) / (end - start), 0.0f), 1.0f);
         return tt * tt * (3.0f - 2.0f * tt);
+
         return Mathf.Lerp(start, end, tt * tt * (3.0f - 2.0f * tt));
 
     }
 
     }
 
      
 
      

Revision as of 19:19, 5 May 2006

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.
  • Sinerp - Short for 'sinusoidal interpolation', this method will interpolate while easing around the end, when value is near one.
  • 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 static float Hermite(float start, float end, float value)
   {
       float tt = Mathf.Min(Mathf.Max((value - start) / (end - start), 0.0f), 1.0f);
       return Mathf.Lerp(start, end, tt * tt * (3.0f - 2.0f * tt));
   }
   
   public static float Sinerp(float start, float end, float value)
   {
       return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f));
   }
   public static float Lerp(float start, float end, float value)
   {
       return ((1.0f - value) * start) + (value * end);
   }

} </csharp>

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