| Random Int |
Generate a random integer between the minimum integer (included) and the maximum integer (not included) |
| Random Float |
Generate a random integer between the minimum integer (included) and the maximum integer (not included) |
| Abs |
Get the absolute value, support integers and decimals |
| Sqrt |
Calculate square root |
| Negate |
Calculate negative values |
| Floor |
Round the specified value down to the nearest integer. |
| Ceil |
Rounds the specified value up to the nearest integer. |
| Round |
Round the specified value to the nearest integer. |
| Get x vector component |
Get the X component of a 3D vector |
| Get y vector component |
Get the Y component of a 3D vector |
| Obtain z vector component |
Get the Z component of a 3D vector |
| Set x vector component |
Set the X component of a 3D vector |
| Set y vector component |
Set the Y component of a 3D vector |
| Set z vector component |
Set the Z component of a 3D vector |
| Vector addition |
Add two 3D vectors |
| Vector subtraction |
Subtract two 3D vectors |
| Vector multiplication |
Scale a 3D vector |
| Dot |
The dot product of two three-dimensional vectors. The result is a scalar |
| Cross |
The result of the cross product of two three-dimensional vectors. The result is a vector perpendicular to the plane where the two vectors are located. |
| Normalize |
Normalize a 3D vector |
| Magnitude |
Modulo a 3D vector |
| Distance |
Calculate the Euclidean distance between two 3D vectors |
| Angle |
Calculate the angle between two 3D vectors |
| Projection |
Calculate the projection of vector A onto vector B |
| Vector2 Get X |
Get the X component of a two-dimensional vector |
| Vector2 Get Y |
Get the Y component of a two-dimensional vector |
| Vector2 Set X |
Set the X component of a two-dimensional vector |
| Vector2 Set Y |
Set the Y component of a two-dimensional vector |
| Vector2 Add |
Add two 2D vectors |
| Vector2 Sub |
Subtract two 2D vectors |
| Vector2 Scale |
Multiply a two-dimensional vector |
| Vector2Dot |
The dot product of two two-dimensional vectors is a scalar, representing the angle between the two vectors. |
| Vector2Distance |
Calculate the Euclidean distance between two 2D vectors |
| Vector2Angle |
Calculate the angle between two 2D vectors |
| Vector2Normalize |
Normalize a 2D vector |
| Vector2Magnitude |
Modulo a 2D vector |
| Vector2Reflect |
Calculate the vector after the two-dimensional vector is reflected by the normal line |
| Vector3Reflect |
Calculate the vector after the three-dimensional vector is reflected by the plane perpendicular to the normal |
| New Vector2 |
Create a 2D vector |
| Get vector |
Create a 3D vector |
| Create a direction point[Obsolete] |
Get a newly constructed direction point (deprecated, do not use) |
| Get coordinates[Obsolete] |
Get the direction point position (deprecated, do not use) |
| Get direction coordinates[Obsolete] |
Get the direction point direction (deprecated, do not use) |
| Sin |
Find the sine of an angle |
| Cos |
Find the cosine of an angle |
| Tan |
Find the tangent of an angle |
| ASin |
Perform the inverse sine operation to obtain the angle |
| ACos |
Perform inverse cosine operation to obtain the angle |
| Value |
Perform an inverse tangent operation to obtain the angle |
| Max |
Compare the values of two numbers and return the larger one |
| Min |
Compares the values of two numbers and returns the smaller one |
| Lerp |
Linear interpolation, returns the value corresponding to the interpolation progress between the start value and the target value, the interpolation coefficient is [0,1] |
| Clamp |
Limit the range of the target value and obtain the value in the middle of the three input parameters; its function is to limit the target value to the specified range. If the target value is smaller than the minimum value, it returns the minimum value; if |
| Quaternion To Euler Angle |
Convert the given quaternion to Euler angles. The rotation order of Euler angles is YXZ. If the passed quaternion is illegal, return (0,0,0) |
| Euler Angle To Quaternion |
Converts the given Euler angle to a quaternion |
| Axis Angle To Quaternion |
Convert axis-angle rotation to quaternion |
| Quaternion To Axis Angle |
Convert quaternion to axis-angle representation |
| Multiply Quaternion |
Multiply two quaternions. A*B means rotating A first and then rotating B. Different rotation orders will result in different results. |
| Look Rotation |
Creates a rotation quaternion facing the specified direction |
| Slerp Quaternion |
Quaternion spherical interpolation from A to B |
| Lerp Vector3 |
Perform linear interpolation from the 3D vector A to vector B |
| Slerp Vector3 |
Perform spherical interpolation from the 3D vector A to vector B for smooth rotation |
| Exponentiation |
Exponentiation |
| Logarithm |
Logarithmic Operation |
| Direction To Euler Angle |
Direction vector to Euler angle |
| ATan2 |
Perform an inverse tangent operation to obtain the angle |
| Set x vector component |
Set the first component of a vector |
| Set y vector component |
Set the second component of a vector |
| Set z vector component |
Set the third component of a vector |
| Vector2 Set X |
Set the first component of a 2D vector |
| Vector2 Set Y |
Set the second component of a two-dimensional vector |
| Rotate Vector |
Rotate the target vector according to the quaternion |
| Create Random Seed |
Create random seed |
| Next |
Get the next random number from the specified random number generator, with a maximum value of 32767 |
| Quaternion Angle |
Calculate the angle between two quaternions |
| Quaternion Dot |
Calculate the dot product of two quaternions |
| Quaternion Inverse |
Calculate the inverse of a quaternion |
| Quaternion From To Rotation |
Calculate rotation quaternion from “from” to “to” |
| Quaternion Rotate Towards |
Calculate the rotation quaternion from “from” to “to”. Max Degrees Delta is the max. rotation angle. |