Home

Awesome

Mathf

Unity3D's Mathf port

What is this?

This is js port of Unity3D's Mathf class. It has been achieved by reverse engineering the work of original class and all the ported methods work exactly the same (except PerlinNoise method, cuz of different random realization and seed value). You can use this library in game development or in any other cases where you find existing methods useful.

Which platform should I use?

Originally it is node plugin serving by npm and using available ES6 features, but you can easily adopt it to work in browser with help of Babel or another ES6 transpiler.

What's not included

Useless within javascript methods:

Built-in js native methods and constants:

Note: Unity3D's Mathf.Round has different behavior then native javascript's Math.round, so this method has own implementation Mathf.round

What's included?

This port includes almost (read below why) all non default (for native js) methods and properties available in the Unity3D's Mathf class. Namely:

Static Variables

Deg2Rad

Degrees-to-radians conversion constant

Epsilon

A tiny floating point value

NegativeInfinity

A representation of negative infinity

Rad2Deg

Radians-to-degrees conversion constant

Static Functions

approximately(f1, f2)

Compares two floating point values if they are similar

clamp(value, min, max)

Clamps a value between a minimum float and maximum float value

clamp01(value)

Clamps value between 0 and 1 and returns value

closestPowerOfTwo(value)

Returns the closest power of two value

deltaAngle(current, target)

Calculates the shortest difference between two given angles given in degrees

gammaToLinearSpace(value)

Converts the given value from gamma (sRGB) to linear color space

inverseLerp(a, b, value)

Calculates the linear parameter t that produces the interpolant value within the range [a, b]

isPowerOfTwo(value)

Returns true if the value is power of two

lerp(a, b, t)

Linearly interpolates between a and b by t

lerpAngle(a, b, t)

Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees

lerpUnclamped(a, b, t)

Linearly interpolates between a and b by t

linearToGammaSpace(value)

Converts the given value from linear to gamma (sRGB) color space

moveTowards(current, target , maxDelta)

Moves a value current towards target

nextPowerOfTwo(value)

Returns the next power of two value

perlinNoise(x, y)

Generate 2D Perlin noise

pingPong(t, length)

PingPongs the value t, so that it is never larger than length and never smaller than 0

repeat(t, length)

Loops the value t, so that it is never larger than length and never smaller than 0

round(f)

Returns f rounded to the nearest integer

sign(f)

Returns the sign of f

Not ported methods

I didn't find proper implementations for them, so if you know it welcome to PR

moveTowardsAngle(current, target, maxDelta)

Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees

smoothDamp(current, target, currentVelocity, smoothTime, maxSpeed, deltaTime)

Gradually changes a value towards a desired goal over time

smoothDampAngle(current, target, currentVelocity, smoothTime, maxSpeed, deltaTime)

Gradually changes an angle given in degrees towards a desired goal angle over time

smoothStep(a, b, t)

Interpolates between min and max with smoothing at the limits

Additional

closestPowerOfTwoLong(value)

Same as closestPowerOfTwo, but deals well with big numbers. Use it if you really need to work with big numbers

How to use?

As simple as usual node module

  1. Install it: npm install mathf

  2. Require it:

let Mathf = require('mathf');
let rad = 2;

console.log(rad + ' radians are equal to ' + (rad * Mathf.Rad2Deg) + ' degrees');
// 2 radians are equal to 114.59155902616465 degrees