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static float | Hermite (float start, float end, float value) |
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static float | Sinerp (float start, float end, float value) |
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static float | Coserp (float start, float end, float value) |
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static float | Berp (float start, float end, float value) |
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static float | SmoothStep (float x, float min, float max) |
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static float | Lerp (float start, float end, float value) |
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static Vector3 | NearestPoint (Vector3 lineStart, Vector3 lineEnd, Vector3 point) |
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static Vector3 | NearestPointStrict (Vector3 lineStart, Vector3 lineEnd, Vector3 point) |
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static Vector2 | NearestPointStrict (Vector2 lineStart, Vector2 lineEnd, Vector2 point) |
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static float | Bounce (float x) |
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static bool | Approx (float val, float about, float range) |
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static bool | Approx (Vector3 val, Vector3 about, float range) |
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static float | GaussFalloff (float distance, float inRadius) |
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static float | Clerp (float start, float end, float value) |
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static Vector2 | RotateVector (Vector2 vector, float rad) |
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static Vector2 | IntersectPoint (Vector2 start1, Vector2 start2, Vector2 dir1, Vector2 dir2) |
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static Vector2 | ThreePointCircle (Vector2 a1, Vector2 a2, Vector2 a3) |
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static Vector2 | CubicBezier (float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) |
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static Vector2 | NearestPointOnBezier (Vector2 p, Drawing.BezierCurve c, float accuracy, bool doubleAc) |
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static bool | IsNearBezierTest (Vector2 p, Drawing.BezierCurve c, float accuracy, float maxDist) |
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static Vector2 | NearestPointOnBezier (Vector2 p, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) |
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static bool | IsNearBezier (Vector2 p, Drawing.BezierPoint point1, Drawing.BezierPoint point2, float rad) |
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static bool | IsNearBeziers (Vector2 p, Drawing.BezierPoint[] points, float rad) |
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static Vector2 | NearestPointOnCircle (Vector2 p, Vector2 center, float w) |
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static Vector2 | Normalize (Vector2 p) |
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