Expanded Math Functionality for Unity
- Line & Line Segment Intersection
- 2D Angle helpers (AngToDir, DirToAng...)
- 2D Vector extension methods (Rotate90CCW/CW, Rotate, RotateAround...)
- Trajectory Math helpers (GetLaunchSpeed, GetMaxRange, TryGetLaunchAngles...)
- Quadratic & Linear Root finders
- Remap functions
- Added Tau and the Golden Ratio
- Vector extension methods (WithMagnitude, ClampMagnitude(min,max)...)
- Expanded basic math operations to vectors (Clamp, Round, Abs...)
- Color extensions (WithAlpha, MultiplyRGB...)
- Smoothing functions (Smooth01, SmoothCos01...)
- Triangle Math helpers (SignedArea, Circumcenter, Incircle...)
- Circle Math helpers (Area, Circumference...)
- All functions use radians
- And more!
Mathfs.cs does not fully match Unity's Mathf.cs, I've made a few changes:
- All angles are in radians, no methods use degrees
- Lerp and InverseLerp:
- Unclamped by default
- LerpClamped/InverseLerpClamped are now the special case functions/exceptions
- Uses the more numerically stable evaluation
- Smoothstep is removed in favor of the more explicit:
- LerpSmooth (which is how it was implemented) and
- InverseLerpSmooth (which is how it is implemented everywhere but Unity's Mathf.cs)
- Min/Max functions with arbitrary inputs/array input will throw on empty instead of returning 0