Mathf数学函数总结


**Mathf.Abs  绝对值**
    C# => static float Abs(float f);
    Description:    Returns the absolute value of f.    返回f的绝对值。
    Example: Debug.log(Mathf.Abs(-10));  --> 10
   
**Mathf.Acos 反余弦** 
    C# => static float Acos(float f);
    Description:    Returns the arc-cosine of f - the angle in radians whose cosine is f.
   
**Mathf.Approximately 近似值**
    C# => static bool approximately (float a, float b)
    Description:    Compares two floating point values if they are similar.     比较两个浮点数值,看它们是否非常接近。
    Example: Debug.Log(Mathf.Approximately(1.0f, 10.0f / 10.0f));  --> true
   
**Mathf.Asin 反正弦**
    C# => static float Asin(float f);
    Description:    Returns the arc-sine of f - the angle in radians whose sine is f.
   
**Mathf.Atan 反正切**
    C# => static float Atan(float f);
    Description:    Returns the arc-tangent of f - the angle in radians whose tangent is f.
   
**Mathf.Ceil 向上进位取整**
    C# => static float Ceil (float f)
    Description:    Returns the smallest integer greater to or equal to f.   返回大于或等于f的最小整数。
    Example: Debug.Log(Mathf.Ceil(10.2f));     --> 11
   
**Mathf.CeilToInt 向上进位取整**
    C# => static int CeilToInt(float f);
   
**Mathf.Clamp 钳制**
    C# => static float Clamp(float value, float min, float max )
    Description:    Clamps a value between a minimum float and maximum float value.
    限制value的值在min和max之间, 如果value小于min,返回min。如果value大于max,返回max,否则返回value
    Example: Debug.log(Mathf.Clamp(10, 1, 3));  -->3
   
**Mathf.Clamp01 钳制01**
    C# => static float Clamp01(float value);
    Description:    Clamps value between 0 and 1 and returns value.
    限制value在0,1之间并返回value。如果value小于0,返回0。如果value大于1,返回1,否则返回value 。
   
**Mathf.ClosestPowerOfTwo 最接近二次方**
    C# => static int CloestPowerOfTwo(int value)
    Description:    Return the closet power of two value.   返回距离value最近的2的次方数。
    Example: Debug.Log(Mathf.ClosestPowerOfTwo(7));  -->8
   
**Mathf.Cos 余弦**
    C# => static float Cos(float f);
    Description:    Returns the cosine of angle f in radians.   返回由参数 f 指定的角的余弦值(介于 -1.0 与 1.0 之间的值)。
   
**Mathf.Deg2Rad 度转弧度**
    C# => static float Deg2Rad;
    Description:    Degress to radians conversion constant(Read Only).  度到弧度的转化常量
    Example:
        public float deg = 30.0f;
        private void Start() {float rad = deg * Mathf.Deg2Rad; }
       
**Mathf.Rad2Deg 弧度转度**
    C# => static float Rad2Deg;
    Description:    Radians to degress conversion constant(Read Only).  弧度到度的转化常量
    Example:
        public float rad = 10.0f;
        private void Start() {float deg = rad * Mathf.Rad2Deg; }
       
**Mathf.DeltaAngle 增量角**
    C# => static float DeltaAngle(float current, float target);
    Description:    Calculates the shortest difference between two given angles.    计算给定的两个角之间最短的差异。
    Example: Debug.Log(Mathf.DeltaAngle(1080, 90));  --> 90
   
**Mathf.Exp 指数**
    C# => static float Exp(float power)
    Description:    Returns e raised to the specified power.    返回 e 的 power 次方的值。
  
**Mathf.Epsilon**
    C# => static float Epsilon
   
**Mathf.Floor 向下舍位取整**
    C# => static float Floor(float t)
    Description:    Returns the largest integer smaller to or equal to f.   返回小于或等于该数的最大整数。
    Example: Debug.log(Mathf.Floor(-10.5f));   --> -11
   
**Mathf.FloorToInt 向下舍位取整**
    C# => static int Floor(floot f)
   
**Mathf.GammaToLinearSpace 伽马转线性空间**
    C# => static float GammaToLinearSpace(float value)
    Description:    Converts the given value from gamma to linear color space.  转换给定值从gamma到线性颜色空间。

**Mathf.LinearToGammaSpace 线性转伽马空间**
    C# => static float LinearToGammaSpace(float value);
    Description:    Converts the given value from linear to gamma color space.  转换给定值从线性到伽马颜色空间。

**Mathf.Infinity 正无穷**
    C# => static float Infinity
    Description:    A representation of positive infinity(Read Only).   表示正无穷,也就是无穷大。
    Example: Physics.RayCast(Vector3.zero, Vector3.forward, Mathf.Infinity)
   
**Mathf.NegativeInfinity 负无穷**
    A representation of negative infinity(Read Only).    表示负无穷,也就是无穷小。
   
**Mathf.InverseLerp 反插值**
    C# => static float InverseLerp(float from, float to ,float value)
    Description:    Calculates the lerp parameter between of two values.   
    计算两个值之间的Lerp参数。也就是value在from和to之间的比例值。
    Example: Debug.log(Mathf.Inverselerp(5.0f, 10.0f, 8.0f));  --> 3/5
   
**Mathf.IsPowerOfTwo 是否是二次方**
    C# => static bool IsPowerOfTwo(int value)
    Description:    Returns true if the value is power of two.    如果该值是2的次方,返回true。

**Mathf.Lerp 插值**
    C# => static float Lerp(float a, float b, float t)
    Description:    Interpolates a towards b by t. t is clamped between 0 and 1.
   
**Mathf.LerpAngle 插值角度**
    C# => static float LerpAngle(float a, float b, float t)
    Description:    Same as Lerp but makes sure the values interpolate correctly when they
    wrap around 360 degress.
   
**Mathf.Log 对数**
    C# => static float Log(float f, float p)
    Description:    Returns the logarithm of a specified number in a specified base.
    Example: Debug.Log(Mathf.Log(6, 2));  --> 2.584963
   
**Mathf.Log10 对数10**
    C# => static float Log10(float f)
    Description:    Returns the base 10 logarithm of a specified number.    返回指定值的对数,基数为10。
    Example: Debug.log(Mathf.Log10(100));  --> 2
   
**Mathf.Max 最大值**
    C# => static float Max(float a, float b)
    C# => static float Max(params float[] values)
    Description:    Returns the largest of two or more values.
   
**Mathf.Min 最小值**
    C# => static float Min(float a, float b)
    C# => static float Min(params float[] values)
    Description:    Returns the smallest of two or more values.
   
**Mathf.MoveTowards 移向**
    C# => static flaot MoveTowards(flaot current, float target, float maxDelta)
    Description:    Moves a value current towards target. This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.   
改变一个当前值向目标值靠近。这实际上和 Mathf.Lerp相同,但该函数将确保我们的速度不会超过maxDelta。
    Example:
        public float currStrength;
        public float maxStrength;
        public float recoveryRate;
        private void Update()
        {
            currStrength = Mathf.MoveTowards(currStrength, maxStrength, recoveryRate * Time.deltaTime);
        }

**Mathf.MoveTowardsAngle 移向角度**
    C# => static float MoveTowardsAngle(float current, float target, float maxDelta)
    Description:   Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360                                degrees.   像MoveTowards,但是当它们环绕360度时确保插值正确。
    Example:   
    public float target = 270.0f;
    public float speed = 45.0f;
    private void Update()
    {
        float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime);
        transform.eulerAngles = new Vector3(0, angle, 0);
    }
   
**Mathf.NextPowerOfTwo 最接近的二次方**
    C# => static int NextPowerOfTwo(int value)
    Description:    Returns the next power of two value. 返回最接近的二次方的值。
    Example:    Debug.Log(Mathf.NextPowerOfTwo(7)); --> 8
   
**Mathf.PerlinNoise 柏林噪波**
    C# => static float PerlinNoise(float x, float y)
    Description:    Generate 2D Perlin noise.    float Value between 0.0 and 1.0.
                        生成二维柏林噪波。返回0.0 ~ 1.0的浮点数值。
                        柏林噪波是在2D平面浮点值生成的伪随机图案。此噪波不是由每个点的完全随机值构成,而是由逐渐增加和减少交错波                          形图案值构成。此噪波可以作为基本纹理效果,但也可用于动画、生成地形高度图以及其他东西。
    Example:  
        public float heightScale = 1.0f;
        public float xScale = 1.0f;
        private void Update()
        {
               float height = heightScale * Mathf.PerlinNoise(Time.time * xScale, 0.0f);
               Vector3 pos = transform.position;
               pos.y = height;
               transform.position = pos;
        }

**Mathf.PI 圆周率**
    C# static float PI
    Description:    The infamous 3.1415926... value(Read Only)
   
**Mathf.PingPong 乒乓**
    C# => static float PingPong(float t, float length)
    Description:    PingPongs the value t, so that it is never larger than length and never smaller than 0.
                        让数值t在 0到 length之间往返。t值永远不会大于length的值,也永远不会小于0。
    Example:    transform.position = new Vector3(Mathf.PingPong(Time.time, 3), transform.position.y, transform.position.z);
   
**Mathf.Pow 幂**
    C# => static float Pow(float f, float p)
    Description:     Returns f raised to power p.   计算并返回 f 的 p 次幂。
    Example:    Debug.Log(Mathf.Pow(2f, 3f));  --> 8
   
**Mathf.Repeat 重复**
    C# => static float Repeat(float t, float length)
    Description:    Loops the value t, so that it is never larger than length and never smaller than 0.    
                       循环t值,从来不会比length大,并且从不会小于0,取值在0~length之间。
    Example:    transform.position = new Vector3(Mathf.Repeat(Time.time, 3), transform.position.y, transform.position.z);
   
**Mathf.Round 四舍五入**
    C# => static float Round(float f)
    Description:    Returns f rounded to the nearest integer.  返回浮点数 f 进行四舍五入最接近的整数。
    Example:    Debug.Log(Mathf.Round(10.7)); --> 11
   
**Mathf.RoundToInt 四舍五入**
    C# => static int Round(float f)
   
**Mathf.Sign 数字符号**
    C# => static float Sign(float f)
    Description:    Returns value is 1 when f is positive or zero, -1 when f is negative.
                       当 f 为正或为0返回1,为负返回-1。
    Example:    Debug.Log(Mathf.Sign(3.0f));    Debug.Log(Mathf.Sign(-3.0f));    --> 1  -1
   
**Mathf.SmoothDamp 平滑阻尼**
    C# => static float SmoothDamp(float current, float target, float currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
    Description:   Gradually changes a value towards a desired goal over time.  随着时间的推移逐渐改变一个值到目标值。
                      这个值就像一个不会崩溃的弹簧减震器一样被平滑。这个函数可以用来平滑任何类型的值,位置,颜色,标量。
    Parameters:   current 当前的位置
                      target 目标位置
                      currentVelocity 当前速度,这个值在你访问这个函数的时候会被随时修改
                      smoothTime 要到达目标位置的近似时间,实际到达目标时要快一些
                      maxSpeed 可选参数,允许限制最大速度
                      deltaTime 可选参数,上次调用该函数到现在的时间
    Example:   
            public Transform target;
            public float smoothTime = 0.3f;
            public float yVelocity = 0.0f;
            private void Update()
            {
                float newPosition = Mathf.SmoothDamp(transform.position.y, target.position.y, ref yVelocity, smoothTime);
                transform.position = new Vector3(transform.position.x, newPosition, transform.position.z);
            }
   
**Mathf.SmoothDampAngle 平滑阻尼角度**
    C# => static float SmoothDampAngle(float current, float target, float currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);

**Mathf.SmoothStep 平滑插值**
    C# => static float SmoothStep(float min, float max, float t);
    Description:    Interpolates between min and max with smoothing at the limits.
    在min和max之间平滑插值,类似于Lerp方法。然而,插值从开始处将逐渐加快,到结束处减慢。这通常用于创建渐变和其他过渡看起来比较自然的动画。
    Example:
        public float minimum = 10.0f;
        public float maximum = 20.0f;
        public float duration = 5.0f;
        private float startTime;
        private void Start() { startTime = Time.time; }
        private void Update()
        {
            float  t = (Time.time - startTime) / duration;
            transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0);
        }
       
**Mathf.Sqrt 平方根**
    C# => static float Sqrt(float f);
    Description:    Returns square root of f.   计算并返回f的平方根
    Example:    Debug.Log(Mathf.Sqrt(9));  --> 3
   
**Mathf.Tan 正切**
    C# => static float Tan(float f);
    Description:    Returns the tangent of angle f in radians.  返回由参数 f 指定的角的正切值
    Example:    Debug.Log(Mathf.Tan(45 * Mathf.Deg2Rad));  -->1

   欢迎关注公众号 “当代野生程序猿”。

Mathf数学函数总结_第1张图片

 

你可能感兴趣的:(Unity3D)