Copyright 2013 BlackBerry Inc. More...
#include <MathUtil.h>
Static Public Member Functions  
static void  smooth (float *x, float target, float elapsedTime, float responseTime) 
Updates the given scalar towards the given target using a smoothing function. More...  
local  smooth ( local x, local target, local elapsedTime, local responseTime) 
Updates the given scalar towards the given target using a smoothing function. More...  
static void  smooth (float *x, float target, float elapsedTime, float riseTime, float fallTime) 
Updates the given scalar towards the given target using a smoothing function. More...  
Friends  
class  Mat4 
class  Vec3 
Copyright 2013 BlackBerry Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Original file from GamePlay3D: http://gameplay3d.org
This file was modified to fit the cocos2dx project Defines a math utility class.
This is primarily used for optimized internal math operations.

static 
Updates the given scalar towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force the scalar to follow the target closely, provide a response time that is very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
responseTime  response time (in the same units as elapsedTime). 

static 
Updates the given scalar towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force the scalar to follow the target closely, provide a response time that is very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
responseTime  response time (in the same units as elapsedTime). 

static 
Updates the given scalar towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force the scalar to follow the target closely, provide a response time that is very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
responseTime  response time (in the same units as elapsedTime). 

static 
Updates the given scalar towards the given target using a smoothing function.
The given rise and fall times determine the amount of smoothing (lag). Longer rise and fall times yield a smoother result and more lag. To force the scalar to follow the target closely, provide rise and fall times that are very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
riseTime  response time for rising slope (in the same units as elapsedTime). 
fallTime  response time for falling slope (in the same units as elapsedTime). 

static 
Updates the given scalar towards the given target using a smoothing function.
The given rise and fall times determine the amount of smoothing (lag). Longer rise and fall times yield a smoother result and more lag. To force the scalar to follow the target closely, provide rise and fall times that are very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
riseTime  response time for rising slope (in the same units as elapsedTime). 
fallTime  response time for falling slope (in the same units as elapsedTime). 

static 
Updates the given scalar towards the given target using a smoothing function.
The given rise and fall times determine the amount of smoothing (lag). Longer rise and fall times yield a smoother result and more lag. To force the scalar to follow the target closely, provide rise and fall times that are very small relative to the given elapsed time.
x  the scalar to update. 
target  target value. 
elapsedTime  elapsed time between calls. 
riseTime  response time for rising slope (in the same units as elapsedTime). 
fallTime  response time for falling slope (in the same units as elapsedTime). 

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