Unity Mathematical Formula

Source: Internet
Author: User
Tags acos asin cos in degrees sin value of pi

Mathf.abs Absolute Value

Calculates and returns the absolute value of the specified parameter F.

Mathf.acos Inverse cosine

static function Acos (f:float): float

Calculates and returns the inverse cosine of the number specified in Parameter F, in radians.

mathf.approximately approximate

static function approximately (A:float, b:float): bool

Compare two floating-point values to see if they are very close, because the floating-point values are not accurate, it is not recommended to use equals to compare them. For example, 1.0==10.0/10.0 may not return

True

public class Example:monobehaviour {

Publicvoid Awake () {

if (mathf.approximately (1.0F, 10.0f/10.0f))

Print ("Same");



}

}

Mathf.asin anyway Chord

static function Asin (f:float): float

Calculates and returns the inverse sine of the number specified in Parameter F, in radians.

Mathf.atan2 anyway cut

static function Atan2 (Y:float, x:float): float

Calculates and returns the inverse tangent value of the y/x in radians. The return value represents a diagonal angle relative to right triangle, where x is the edge length and y is the edge length.

The return value is the angle between the x-axis and a two-dimensional vector starting at 0 end at (x, y).

public class Example:monobehaviour {

Publictransform Target;

Voidupdate () {

Vector3relative = transform. Inversetransformpoint (target.position);

Floatangle = Mathf.atan2 (relative.x, relative.z) * MATHF.RAD2DEG;

Transform. Rotate (0,angle, 0);

}

}

Mathf.atan anyway cut

static function Atan (f:float): float

Calculates and returns the inverse tangent of the number specified in the parameter F. The return value is between the pi of negative two points and the Pi of positive two.

Mathf.ceiltoint Minimum Integer

static function Ceiltoint (f:float): int

Returns the smallest integer greater than or equal to F.

Mathf.ceil Upper Value

static function Ceil (f:float): float

Returns f Specifies the upper value of the number or expression. The upper value of the number is the nearest integer greater than or equal to the number.

MATHF.CLAMP01 Limit 0~1

static function Clamp01 (value:float): float

Limit value to 0, 1, and return value. Returns 0 if value is less than 0. If value is greater than 1, returns 1, otherwise returns value.

Mathf.clamp restrictions

static function Clamp (Value:float, Min:float, max:float): float

Limits the value of values between Min and Max, and returns min if value is less than min. Returns max if value is greater than max, otherwise returns value

static function Clamp (Value:int, Min:int, max:int): int

Limits the value of values between Min and Max, and returns value.

Mathf.closestpoweroftwo recent two-time square

static function Closestpoweroftwo (value:int): int

Returns the number of times the nearest 2 from value.

Mathf.cos cosine

static function Cos (f:float): float

Returns the cosine of the angle specified by the parameter F (a value between 1.0 and 1.0).

Mathf.deg2rad degree Turn Radian

static Var deg2rad:float

Conversion constants in degrees to radians. (Read only)

This Equals (PI * 2)/360.

Mathf.Mathf.Rad2Deg radian Degree of change

static Var rad2deg:float

Conversion constants of radians to degrees. (Read only)

This is equal to (PI * 2).

Mathf.deltaangle Increment Angle

static function Deltaangle (Current:float, target:float): float

Calculates the shortest difference between a given two corners.

Prints 90

Debug.Log (Mathf.deltaangle (1080,90));

Mathf.epsilon Small positive number

static Var epsilon:float

A very small floating-point value. (Read only)

The smallest floating-point value, different from 0.

The following rules:

-Anyvalue + Epsilon = Anyvalue

-Anyvalue-epsilon = Anyvalue

-0 + Epsilon = Epsilon

-0-epsilon =-epsilon

A value between an arbitrary number and a epsilon will cause a truncation error to occur at any number.

public class Example:monobehaviour {

Boolisequal (float A, float b) {

if (a >= b-mathf.epsilon && a <= B + Mathf.epsilon)

Returntrue;

Else

Returnfalse;

}

}

Mathf.exp Index

static function Exp (power:float): float

Returns the value of the power sub-side of E.

Mathf.floortoint Maximum integer

static function Floortoint (f:float): int

Returns the largest integer, less than or equal to F.

Mathf.floor Lower Value

static function Floor (f:float): float

Returns the lower value of the number or expression specified in parameter F. The lower value is the nearest integer less than or equal to the specified number or expression.

Mathf.infinity Positive Infinity

static Var infinity:float

denotes positive infinity, i.e. infinity, ∞ (Read only)

Mathf.inverselerp Anti-interpolation values

Calculates the LERP parameter between two values. That is, value in the ratio between from and to.

Now the parameter is 3/5.

Float parameter =mathf.inverselerp (walkspeed, runspeed, speed);

Mathf.ispoweroftwo whether the power of 2

static function Ispoweroftwo (value:int): bool

Returns True if the value is a power of 2.

Prints false

Debug.Log (Mathf.ispoweroftwo (7));

Prints true

Debug.Log (Mathf.ispoweroftwo (32));

Mathf.lerpangle Interpolation Angle

static function Lerpangle (A:float, B:float, t:float): float

As with the lerp principle, when they surround 360 degrees, make sure the interpolation is correct.

A and B are representative degrees.

public class Example:monobehaviour {

Publicfloat minangle = 0.0F;

Publicfloat maxangle = 90.0F;

Voidupdate () {

Floatangle = Mathf.lerpangle (Minangle, Maxangle, time.time);

transform.eulerangles= New Vector3 (0, angle, 0);

}

}

Mathf.lerp interpolation

static function Lerp (From:float, To:float, t:float): float

Returns the interpolation between A and b based on the floating-point number T, which is limited to 0~1.

When t = 0 returns from, when t = 1 returns to. When t = 0.5 returns the mean of the From and to.

Mathf.log10 logarithm of Radix 10

static function Log10 (f:float): float

Returns the logarithm of F, with a base of 10.

Mathf.Log logarithm

static function Log (F:float, p:float): float

Returns the logarithm of the parameter F.

Logarithm of 6 in base 2

Logarithm with base 6 of 2

Prints 2.584963

Print (Mathf.Log (6, 2));

Mathf.max Maximum Value

static function Max (A:float, b:float): float

static function Max (params values:float[]): float

Returns the largest value in two or more values.

Mathf.min Minimum value

static function Min (A:float, b:float): float

static function Min (params values:float[]): float

Returns the smallest value in two or more values.

Mathf.movetowardsangle Moving Angle

static function Movetowardsangle (Current:float, Target:float, maxdelta:float): float

Like Movetowards, but when they surround 360 degrees, make sure the interpolation is correct.

The variable current and target are as degrees. For optimization reasons, Maxdelta negative values are not supported and may cause oscillation. Push current from target angle, add 180 degree angle instead



Mathf.movetowards move to

static function Movetowards (Current:float, Target:float, maxdelta:float): float

Changes a current value closer to the target value.

This is actually the same as MATHF.LERP, but the function will ensure that our speed does not exceed Maxdelta. Maxdelta a negative value to push the target away from.

Mathf.negativeinfinity Negative Infinity

static Var negativeinfinity:float

Indicates negative infinity, i.e. infinity,-∞ (Read only)

Mathf.nextpoweroftwo the power of the next 2

Mathf.pingpong Table Tennis

static function Pingpong (T:float, length:float): float

0 to length between round trips. The T value will never be greater than the value of length and will never be less than 0.

The returned value would move back and Forthbetween 0 and length.

The return value moves back and forth between 0 and length.

Mathf.pi Pi

static Var pi:float

Pi (read pai) value, that is, the value of pi (π) 3.14159265358979323846 ... (Read only)

Mathf.pow Second Party

static function Pow (F:float, p:float): float

Calculates and returns the P-second side of F.

Mathf.repeat Repeat

static function Repeat (T:float, length:float): float

The loop value t,0 between length. The T value will never be greater than the value of length and will never be less than 0.

This is similar to the modulo operator, but you can use floating-point numbers.

public class Example:monobehaviour {

Voidupdate () {

transform.position= New Vector3 (Mathf.repeat (Time.time, 3),

TRANSFORM.POSITION.Y,TRANSFORM.POSITION.Z);

}

}

Mathf.roundtoint Rounding to integers

static function Roundtoint (f:float): int

Returns the value specified by F rounded to the nearest integer.

If the number is at the end of. 5, it is in the middle of two integers, either even or odd, returning even numbers.

Mathf.round rounding

static function Round (f:float): float

Returns the nearest integer to which the floating-point number f is rounded.

If the number is at the end of. 5, it is in the middle of two integers, either even or odd, returning even numbers.

Mathf.sign symbol

static function sign (f:float): float

Returns the sign of F.

When F is positive or 0 returns 1, negative returns-1.

Mathf.sin sine

static function Sin (f:float): float

Calculates and returns the sinusoidal value of the angle f specified in radians.

Mathf.smoothdampangle Smoothing Damping Angle

static function Smoothdampangle (Current:float, target:float, ref currentvelocity:float, Smoothtime:

Float,maxspeed:float = mathf.infinity, deltatime:float = time.deltatime): float

Parameters

Current

The current location.

Target

We tried to reach the position.

Currentvelocity

Current speed, this value will be modified at any time when you visit this function.

Smoothtime

The target faster.

To reach the approximate time of the target location, it is quicker to actually reach the target.

Maxspeed

Optional parameters that allow you to limit the maximum speed.

Deltatime

The time that the function was last called to now. The default is Time.deltatime.

Gradually change a given angle to the desired angle over time.

This value is smoothed by a similar function of some spring dampers. This function can be used to smooth any kind of value, position, color, scalar. The most common is to smooth a follow-up camera

Machine.

A simple smooth follow-up camera

Follow the direction of the target

public class Example:monobehaviour {

Publictransform Target;

Publicfloat smooth = 0.3F;

Publicfloat distance = 5.0F;

Privatefloat yvelocity = 0.0F;

Voidupdate () {

change from current y angle to target y angle

Floatyangle = Mathf.smoothdampangle (Transform.eulerangles.y, Target.eulerangles.y,ref

Yvelocity, smooth);

Location of Target

Vector3position = target.position;

Then, the distance offset after the new angle

position+= quaternion.euler (0, Yangle, 0) * New Vector3 (0, 0,-distance);

Application Location

transform.position= position;

Look at the target.

Transform. LookAt (target);

}

}



Mathf.smoothdamp Smoothing Damping

static function Smoothdamp (Current:float, target:float, ref currentvelocity:float, Smoothtime:float,maxspeed:

float = mathf.infinity, deltatime:float = time.deltatime): float

Parameters

Current

The current location.

Target

We tried to reach the position.

Currentvelocity

Current speed, this value will be modified at any time when you visit this function.

Smoothtime

To reach the approximate time of the target location, it is quicker to actually reach the target.

Maxspeed

Optional parameters that allow you to limit the maximum speed.

Deltatime

The time that the function was last called to now. The default is Time.deltatime.

Describe

Gradually change a value to expectations over time.

This value is as smooth as a spring damper that does not crash. This function can be used to smooth any type of value, position, color, scalar.

public class Example:monobehaviour {

Publictransform Target;

Publicfloat smoothtime = 0.3F;

Privatefloat yvelocity = 0.0F;

Voidupdate () {

Floatnewposition = Mathf.smoothdamp (TRANSFORM.POSITION.Y, TARGET.POSITION.Y, Refyvelocity,

Smoothtime);

transform.position= New Vector3 (transform.position.x, newposition, transform.position.z);

}

}

Mathf.smoothstep Smoothing Interpolation

static function Smoothstep (From:float,to:float, t:float): float

Similar to Lerp, interpolation between the minimum and maximum values, and gradually fade out at the limit.

public class Example:monobehaviour {

Publicfloat minimum = 10.0F;

Publicfloat maximum = 20.0F;

Voidupdate () {

transform.position= New Vector3 (Mathf.smoothstep (minimum, maximum, time.time), 0, 0);

}

}

Mathf.sqrt Square Root

static function Sqrt (f:float): float

Calculates and returns the square root of F.

Mathf.tan Tangent

static function Tan (f:float): float

Calculates and returns the tangent of the angle specified in radians

Unity Mathematical Formula

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