Mathfx
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* '''Hermite''' - This method will interpolate while easing in and out at the limits. | * '''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. | * '''Sinerp''' - Short for 'sinusoidal interpolation', this method will interpolate while easing around the end, when value is near one. | ||
+ | * '''Berp''' - Short for 'boing-like interpolation', this method will first overshoot, then waver back and forth around the end value before coming to a rest. | ||
* '''Lerp''' - Short for 'linearly interpolate', this method is equivalent to Unity's Mathf.Lerp, included for comparison. | * '''Lerp''' - Short for 'linearly interpolate', this method is equivalent to Unity's Mathf.Lerp, included for comparison. | ||
Revision as of 17:23, 21 June 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.
- Berp - Short for 'boing-like interpolation', this method will first overshoot, then waver back and forth around the end value before coming to a rest.
- 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) { return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)); } 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 Berp(float start, float end, float value) { return Mathf.Lerp(start, end, (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)))); } public static float Lerp(float start, float end, float value) { return ((1.0f - value) * start) + (value * end); }
} </csharp>