static float Random ()
Returns a random float between 0 and 1 (inclusive)
static float RandomRange (float min, float max)
Returns a random float between min and max (inclusive)
static int RandomInteger (int min, int max)
Returns a random float between min (inclusive) and max (exclusive)
static float Abs (float v) static int Abs (int v)
Returns the absolute value of 'val'
static float Acos (float v)
Returns the arc cosine value of 'val'
static bool Approximately (float a, float b)
True if the difference between a and b is less than epsilon
static float Asin (float v)
Returns the arc sine value of 'val'
static float Atan (float v)
Returns the arc tangent value of 'val'
static float Atan2 (float y, float x)
Returns the arc tangent of y/x
static int Ceil (float v)
Returns the ceil value of 'val' as an integer
static float Clamp (float v, float min, float max)
Clamps val between min and max, and returns the result
static float Clamp01 (float v)
Clamps val between 0 and 1, and returns the result
static int ClosestPowerOfTwo (int v)
Returns the closest power of two to val
static float Cos (float v)
Returns the cosine of val
static float DeltaAngle (float current, float target)
Returns the difference in degrees between two values (e.g. 350' and 17' returns 27')
static float Exp (float v)
Returns e raised to val power.
static int Floor (float v)
Returns floor of val, converted to an int
static float GammaToLinearSpace (float v)
Converts a colour value from Gamma to Linear Space (Pow 2.2)
static float InverseLerp (float a, float b, float value)
Returns the percentage between a and b that 'val' is on a line (opposite of Lerp)
static bool IsPowerOfTwo (int v)
Returns true if val is a power of two
static float Lerp (float a, float b, float v)
Interpolates between 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1
static float LerpAngle (float a, float b, float v)
Interpolates between angles 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1
static float LerpUnclamped (float a, float b, float v)
Interpolates between 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1, but unbounded (allowing higher/lower values)
static float LinearToGammaSpace (float v)
Converts a colour value from Linear to Gamma Space (Pow 1/2.2)
static float Log (float v) static float Log (float v, float p)
Returns the natural logarithm for 'val'
static float Log10 (float v)
Returns the Log10 value for 'val'
static float Max (float a, float b)
Returns higher of 'a' or 'b'
static float Min (float a, float b)
Returns lower of 'a' or 'b'
static float MoveTowards (float value, float target, float delta)
Move value to target, but by no more than delta
static float MoveTowardsAngle (float value, float target, float delta)
Move angle value to target, but by no more than delta
static int NextPowerOfTwo (int v)
Return the next power of two larger or equal to val
static float PerlinNoise (float x, float y)
Return 2D Perlin noise for coordinates x and y
static float PingPong (float t, float length)
Return a value between 0 and length that oscillates upwards and back based on the position of 'val'
static float Pow (float value, float pow)
Return x raised to y power
static float Repeat (float value, float length)
Return a value between 0 and length that returns to 0 after exceeding length based on 'val'
static int Round (float value)
Returns the nearest integer value to val
static float Sign (float value)
Returns either 1 or -1 based on the sign of 'val'
static float Sin (float value)
Returns the sine of val
static float SmoothStep (float from, float to, float t)
Similar to Lerp but moves slowly closer to the edges ('Spherical Lerp')
static float Sqrt (float value)
Returns the square root of val
static float Tan (float value)
Returns the tangent value of 'val'
static readonly float Pi = 3.14159265358979f
Returns the constant value of Π.
static int (int v)
static float (float v)
static float (float current, float target)
static float (float v)
static int (float v)
static float (float v)
static float (float a, float b, float value)
static bool (int v)
static float (float a, float b, float v)
static float (float a, float b, float v)
static float (float a, float b, float v)
static float (float v)
static float (float v) static float (float v, float p)
static float (float v)
static float (float a, float b)
static float (float a, float b)
static float (float value, float target, float delta)
static float (float value, float target, float delta)
static int (int v)
static float (float x, float y)
static float (float t, float length)
static float (float value, float pow)
static float (float value, float length)
static int (float value)
static float (float value)
static float (float value)
static float (float from, float to, float t)
static float (float value)
static float (float value)
static float Random ()
static float RandomRange (float min, float max)
static int RandomInteger (int min, int max)
static float Acos (float v)
static bool Approximately (float a, float b)
static float Asin (float v)
static float Atan (float v)
static float Atan2 (float y, float x)
static int Ceil (float v)
static float Clamp (float v, float min, float max)
static readonly float Pi****
static float (float v)
local randomNumber = Space.Math.Random();
Space.Log(randomNumber);
-- prints 0.689094245433807local min = 100.0;
local max = 500.0;
local randomNumber = Space.Math.RandomRange(min, max );
Space.Log(randomNumber);
-- prints 0206.659149169922local min = 50;
local max = 75;
local randomInteger = Space.Math.RandomInteger(min, max);
Space.Log(randomInteger);
-- prints 52local value = -4.2
local absoluteNum = Space.Math.Abs(value);
Space.Log(absoluteNum);
-- prints 4 [BUG] should be 4.2local value = 0.5;
local arcCosine = Space.Math.Acos(value);
Space.Log(arcCosine);
-- prints 1.04719758033752 (radians) which is 60 degreeslocal a = 5.0;
local b = 5;
local approx1 = Space.Math.Approximately(a, b);
Space.Log(approx1);
-- prints true
local a = 5.01;
local b = 5.0;
local approx2 = Space.Math.Approximately(a, b);
Space.Log(approx2);
-- prints false
local a = 5.01;
local b = 5.0;
local approx3 = Space.Math.Approximately(a, b);
Space.Log(approx3);
-- prints falselocal value = 0.5;
local arcSine = Space.Math.Asin(value);
Space.Log(arcSine);
-- prints 0.523598790168762 (radians) which is 30 degreeslocal value = 1.732050808;
local arcTangent = Space.Math.Atan(value);
Space.Log(arcTangent);
-- prints 1.04719758033752 (radians) which is 60 degreeslocal x = 0.5;
local y = 0.5;
local arcTangent = Space.Math.Atan2(y, x);
Space.Log(arcTangent);
-- prints 0.785398185253143Space.Log(Space.Math.Ceil(4.0));
-- prints 4
Space.Log(Space.Math.Ceil(4.2));
-- prints 5
Space.Log(Space.Math.Ceil(-4.2));
-- prints -4local value = 100.0;
local min = 20.0;
local max = 82.0;
local clampedValue = Space.Math.Clamp(value, min, max);
Space.Log(clampedValue);
-- prints 82local value = -1.0;
local clampedValue = Space.Math.Clamp01(value);
Space.Log(clampedValue);
-- prints 0local value = 33;
local powerOfTwo = Space.Math.ClosestPowerOfTwo(value);
Space.Log(powerOfTwo);
-- prints 32local angle = 1.04719758033752; -- converts to 60 degrees
local cosine = Space.Math.Cos(angle);
Space.Log(cosine);
-- prints 0.499999970197678
local angle2 = Space.Math.Pi/3; -- converts to 60 degrees
local cosine2 = Space.Math.Cos(angle2);
Space.Log(cosine2);
-- prints 0.499999970197678Space.Log(Space.Math.DeltaAngle(350.0, 17.0));
-- prints 27Space.Log(Space.Math.Exp(3.0));
-- prints 20.0855369567871Space.Log(Space.Math.Floor(4.0));
-- prints 4
Space.Log(Space.Math.Floor(4.2));
-- prints 4
Space.Log(Space.Math.Floor(-4.2));
-- prints -5Space.Log(Space.Math.GammaToLinearSpace(0.5));
-- prints 0.214041143655777local sliderStart = 0.0;
local sliderStop = 100.0;
local currentSliderPos = 75.0;
local percentage = Space.Math.InverseLerp(sliderStart, sliderStop, currentSliderPos);
Space.Log(percentage);
-- prints 0.75Space.Log(Space.Math.IsPowerOfTwo(55));
-- prints False
Space.Log(Space.Math.IsPowerOfTwo(32));
-- prints Truelocal sliderStart = 0.0;
local sliderStop = 100.0;
local percentage = 0.75;
local currentSliderPos = Space.Math.Lerp(sliderStart, sliderStop, percentage);
Space.Log(currentSliderPos);
-- prints 75local sliderStartAngle = 0.0;
local sliderStopAngle = Space.Math.Pi;-- 180 degrees
local percentage = 0.50;
local currentSliderPos = Space.Math.LerpAngle(sliderStartAngle, sliderStopAngle, percentage);
Space.Log(currentSliderPos);
-- prints 1.57079637050629 (90 degrees)local sliderStart = 0.0;
local sliderStop = 100.0;
local percentage = 2.0;
local currentSliderPos = Space.Math.LerpUnclamped(sliderStart, sliderStop, percentage);
Space.Log(currentSliderPos);
-- prints 200Space.Log(Space.Math.LinearToGammaSpace(0.214041143655777));
-- prints 0.5Space.Log(Space.Math.Log(30.0));
-- prints 3.40119743347168
Space.Log(Space.Math.Log(4.0, 2.0));
-- prints 2Space.Log(Space.Math.Log10(100.0));
-- prints 2Space.Log(Space.Math.Max(20.0, 100.0));
-- prints 100Space.Log(Space.Math.Min(20.0, 100.0));
-- prints 20local sliderStart = 5.0;
local sliderStop = 10.0;
local deltaChange = 1.0;
local currentSliderPos = Space.Math.MoveTowards(sliderStart, sliderStop, deltaChange);
Space.Log(currentSliderPos);
-- prints 6 (moves forward 1)
local sliderStart = 5.0;
local sliderStop = 10.0;
local deltaChange = 7.0;
local currentSliderPos = Space.Math.MoveTowards(sliderStart, sliderStop, deltaChange);
Space.Log(currentSliderPos); -- prints 10 (caps out at at the target value)
-- NOTE: Use negative delta to move away from target.local sliderStartAngle = Space.Math.Pi/2; -- 90 degrees
local sliderStopAngle = Space.Math.Pi; -- 180 degrees
local deltaChange = Space.Math.Pi/6; -- 30 degrees
local currentSliderPos = Space.Math.MoveTowardsAngle(sliderStartAngle, sliderStopAngle, deltaChange);
Space.Log(currentSliderPos);
-- prints 2.09439516067505 (moves forward 30 degrees to 120 degrees)
-- NOTE: Add 180 degrees (Space.Math.Pi) to move away from target.Space.Log(Space.Math.NextPowerOfTwo(16));
-- prints 16
Space.Log(Space.Math.NextPowerOfTwo(17));
-- prints 32-- Lua Translation of Unity C# Documentation
local ball = Space.Host.ExecutingObject;
ball.SubscribeToEvents();
-- animates this object to move upwards on the y axis with slight random movement
local animateBall = function()
local heightScale = 0.1; -- controls speed of movement
local xScale = 1.0; -- shifts x position on perlin noise plane
local height = heightScale * Space.Math.PerlinNoise(Space.Time * xScale, 0.0);
local pos = ball.LocalPosition;
pos.y = pos.y + height;
ball.LocalPosition = pos;
Space.Log(pos.y);
end
ball.OnUpdate(animateBall);
-- NOTE: If you need a guaranteed range of [0,1], make sure to clamp the value with Space.Math.Clamp01.--[[ In this example, if you traced the output of Space.Math.PingPong(value, length),
the return values would cycle forward through the range [0,5] then cycle backwards through the range [5,0] in order. --]]
local ball = Space.Host.ExecutingObject;
local originalPos = ball.LocalPosition;
ball.SubscribeToEvents();
-- The ball object oscillates back and forth on the x-axis.
local animateBall = function()
local value = Space.Time;
local length = 5.0;
local newPos = Vector.New(Space.Math.PingPong(value, length) + originalPos.x, originalPos.y, originalPos.z);
ball.LocalPosition = newPos;
end
ball.OnUpdate(animateBall);Space.Log(Space.Math.Pow(2, 4));
-- prints 16--[[ In this example, if you traced the output of Space.Math.Repeat(value, length),
the return values would cycle forward through the range [0,5]. The cycle is repeated again from 0.--]]
local ball = Space.Host.ExecutingObject;
local originalPos = ball.LocalPosition;
ball.SubscribeToEvents();
-- The ball object moves forward on the x-axis.
-- Then, it repeats the same motion again from the beginning.
local animateBall = function()
local value = Space.Time;
local length = 5.0;
local newPos = Vector.New(Space.Math.Repeat(value, length) + originalPos.x, originalPos.y, originalPos.z);
ball.LocalPosition = newPos;
end
ball.OnUpdate(animateBall);Space.Log(Space.Math.Round(4.0));
-- prints 4
Space.Log(Space.Math.Round(4.2));
-- prints 4
Space.Log(Space.Math.Round(4.5));
-- prints 4
Space.Log(Space.Math.Round(4.55));
-- prints 5
Space.Log(Space.Math.Round(4.8));
-- prints 5
Space.Log(Space.Math.Round(-4.2));
-- prints -4
Space.Log(Space.Math.Round(-4.8));
-- prints -5Space.Log(Space.Math.Sign(4.2));
-- prints 1
Space.Log(Space.Math.Sign(-4.2));
-- prints -1local angle = 1.04719758033752; -- converts to 60 degrees
local sine = Space.Math.Sin(angle);
Space.Log(sine);
-- prints 0.866025447845459
local angle2 = Space.Math.Pi/3; -- converts to 60 degrees
local sine2 = Space.Math.Sin(angle2);
Space.Log(sine2);
-- prints 0.866025447845459-- Lua Translation of Unity C# Documentation
--[[ In this example, Space.Math.SmoothStep(min, max, time) returns values in the range [1,10] in order.
As values approach 10, the interpolation slows down. --]]
local ball = Space.Host.ExecutingObject;
local originalPos = ball.LocalPosition;
local min = 1.0;
local max = 10.0;
local duration = 5.0; --lower value to speed up; raise to slow down
local startTime;
ball.SubscribeToEvents();
local initStartTime = function()
startTime = Space.Time;
end
-- The ball jumps to min + originalPos, then it moves towards
-- max + originalPos while slowing down at the end.
local animateBall = function()
local time = (Space.Time - startTime) / duration;
local newPos = Vector.New(Space.Math.SmoothStep(min, max, time)
+ originalPos.x, originalPos.y, originalPos.z);
ball.LocalPosition = newPos;
end
ball.OnStart(initStartTime);
ball.OnUpdate(animateBall);Space.Log(Space.Math.Sqrt(16));
-- prints 4
Space.Log(Space.Math.Sqrt(-16));
-- prints NaNlocal angle = 1.04719758033752; -- converts to 60 degrees
local tangent = Space.Math.Tan(angle);
Space.Log(tangent);
-- prints 1.73205089569092
local angle2 = Space.Math.Pi/3; -- converts to 60 degrees
local tangent2 = Space.Math.Tan(angle2);
Space.Log(tangent2);
-- prints 1.73205089569092local angle = 1.04719758033752; -- converts to 60 degrees
local tangent = Space.Math.Tan(angle);
Space.Log(tangent);
-- prints 1.73205089569092
local angle2 = Space.Math.Pi/3; -- converts to 60 degrees
local tangent2 = Space.Math.Tan(angle2);
Space.Log(tangent2);
-- prints 1.73205089569092local angle = 1.04719758033752; -- converts to 60 degrees
local tangent = Space.Math.Tan(angle);
Space.Log(tangent);
-- prints 1.73205089569092
local angle2 = Space.Math.Pi/3; -- converts to 60 degrees
local tangent2 = Space.Math.Tan(angle2);
Space.Log(tangent2);
-- prints 1.73205089569092pi = Space.Math.Pi