Absolute Value
Outputs the magnitude of the number. Is always positive.
Outputs the magnitude of the number. Is always positive.
Computes the arccosine of a number.
Computes the sum of two or more inputs.
Computes the arcsine of a number.
Computes the arctangent of a number.
Computes the 2-argument arctangent of a number.
Computes a bitwise AND. The result has a bit set for every bit that is set in both of the inputs.
Counts the number of zeros at the beginning (most significant side) of the binary representation of an integer.
Computes a bitwise NAND. (NOT AND) The result has a bit set for every bit that is not set in either of the inputs.
Computes a bitwise NOT. The result has a bit set for every bit that is not set in the input.
Computes a bitwise OR. The result has a bit set for every bit that is set in either of the inputs.
Counts the number of set bits in the binary representation of an integer.
Rotates digits in the binary representation of an integer to the left. As the leftmost bits fall off, they are used to fill the rightmost bits.
Rotates digits in the binary representation of an integer to the right. As the rightmost bits fall off, they are used to fill the leftmost bits.
Shifts a value left by a number of bits. Leftmost bits are discarded, and rightmost bits are filled with zeros.
Shifts a value right by a number of bits. Rightmost bits are discarded, and leftmost bits are filled with zeros. (Logical shift)
Counts the number of zeros at the end (least significant side) of the binary representation of an integer.
Computes a bitwise XOR. The result has a bit set for every bit that is set in exactly one of the inputs.
Returns the least integral value greater than or equal to the input value.
Returns the smallest integer value greater than or equal to the input value.
Clamps a value between a minimum value and maximum value. If the minimum is greater than the maximum, the minimum value will always be returned no matter the input.
Computes the cosine of a number.
Outputs the distance between the input objects.
Outputs the distance between the input objects.
Find how many times a value contains another.
Reads or writes a variable in the current scope based on the name.
Returns the smallest integral value less than or equal to the input value.
Returns the smallest integer value less than or equal to the input value.
Finds the element in Targets that is closest in space to Origin, and returns it, its index in the list, and its distance to Origin.
Finds the element in Targets that is farthest in space to Origin, and returns it, its index in the list, and its distance to Origin.
Converts the input int to a float.
Reads or writes a variable in the current scope based on the name.
Computes an inverse linear interpolation. The output is clamped between 0 and 1.
Computes an inverse linear interpolation. The output is not clamped.
Computes a linear interpolation. The interpolant is clamped between 0 and 1.
Computes a linear interpolation. The interpolant is not clamped. When lerping between Colors, the interpolant is still constrained to values which stay within the set of real colors.
Divides each element in the list by the next element.
Outputs the highest value in the target list.
Outputs the lowest value in the target list.
Multiplies each element in the list by the next element.
Subtracts each element in the list by the next element.
Adds each element in the list by the next element.
Reads or writes a variable in the current scope based on the name.
Reads or writes a variable in the current scope based on the name.
Reads or writes a variable in the current scope based on the name.
Reads or writes a variable in the current scope based on the name.
Computes a logarithm.
Returns largest of two or more values.
Returns smallest of two or more values.
Outputs the modulo of the first value when divided by the second.
Multiplies the two or more input values and outputs the result.
Samples a 3D Perlin noise field and returns a value usually bounded in [0,1].
Multiplies a value by itself an input number of times.
Manually create a quaternion. Congratulations, you have reached peak math.
Creates a rotation which rotates "Angle" degrees around "Axis".
Creates a quaternion from an input Vector3.
Creates a rotation which rotates from "From" to "To".
Creates a rotation with the specified forward and upwards directions.
The dot product between two rotations.
Outputs the input quaternion as a vector3.
Gets the rotation which rotates angle degrees around axis.
Outputs the Inverse of rotation.
Outputs the input quaternion with the same rotation but with a magnitude of 1.
Rotates a rotation from "From" towards "To".
Split a quaternion into its four float components: x, y, z, and w. Congratulations, you have reached peak math.
Reads or writes a variable in the current scope based on the name.
Generates a random float from ["Min" to "Max"]. "Min" is inclusive, and "Max" is also inclusive. For example with a "Min" of 0 and a "Max" of 1, both 0 and 1 have the possibility of getting output because they are both included in the range.
Generates a random integer from ["Min" to "Max"]. "Min" is inclusive, and "Max" is also inclusive. For example with a "Min" of 0 and a "Max" of 1, 0 and 1 will have a chance of being output.
Outputs the remainder of the first value when divided by the second.
Calculate the root of a given value, with the default root being 2 (meaning the square root).
Rotate a Vector3 with a Quaternion.
Rounds the input float to the nearest integral value.
Rounds an input value to the nearest integer.
Computes the sine of a number.
Spherically interpolates between quaternions or Vector3s "Start" and "End". Progress is 0 to 1. Also a rare, but refreshing beverage.
Moves a vector towards a target, with velocity based damping
Takes one input value away from the other.
Computes the tangent of a number.
Outputs the length of the input vector.
Clamps a vector's magnitude to a given max length.
Gets the point on the plane that is closest to a given position
Creates a new vector from X, Y, Z values.
The cross product of two vectors results in a third vector which is perpendicular to the two input vectors.
Computes the dot product. Commonly used to determine if the camera is facing a particular direction.
Multiplies a vector by -1 to get its inverse.
InputsOutputsvector3 | WorldPointvector3 | Resultvector3 | WorldOriginquaternion | WorldOrientation
Moves a vector towards target, not moving more than max delta distance at a time
Outputs the target vector, but its magnitude is 1.
Projects a vector onto a normal
Projects a vector onto a plane
Multiplies a vector by a scalar.
Breaks the X, Y, and Z values out of the input vector.
InputsOutputsvector3 | LocalPointvector3 | Resultvector3 | WorldOriginquaternion | WorldOrientation
Reads or writes a variable in the current scope based on the name.