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Faster RotationMatrix, IsEven bit shift and, work on MakeProperty module
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@@ -27,6 +27,7 @@ export type Math = {
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InOutBack: EaseFunction,
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OutBounce: EaseFunction,
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InQuad: EaseFunction,
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IsEven: (n: number) -> boolean,
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RotationMatrix: (X: number, Y: number, Z: number) -> RotationMatrix,
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Scalar: (X1: number, Y1: number, X2: number, Y2: number) -> Scalar,
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maxmin: (min: number, n: number, max: number) -> number
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@@ -34,18 +35,26 @@ export type Math = {
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local Math = {} :: Math
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function Math.IsEven(n)
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return bit32.band(n, 1) == 0
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end
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function Math.maxmin(min, n, max)
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return math.max(min, math.min(n, max))
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end
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function Math.RotationMatrix(X: number, Y: number, Z: number): RotationMatrix
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local cosX, sinX = math.cos(X), math.sin(X)
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local cosY, sinY = math.cos(Y), math.sin(Y)
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local cosZ, sinZ = math.cos(Z), math.sin(Z)
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return {
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Ixx = math.cos(Z)*math.cos(X)-math.sin(Z)*math.sin(X)*math.sin(Y);
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Ixy = math.cos(Z)*math.sin(X)*math.sin(Y)+math.sin(Z)*math.cos(X);
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Iyx = -math.cos(Z)*math.sin(X)-math.sin(Z)*math.cos(X)*math.sin(Y);
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Iyy = math.cos(Z)*math.cos(X)*math.sin(Y)-math.sin(Z)*math.sin(X);
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Izx = -math.sin(Z)*math.cos(Y);
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Izy = math.cos(Z)*math.sin(Y)
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Ixx = cosZ*cosX-sinZ*sinX*sinY,
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Ixy = cosZ*sinX*sinY+sinZ*cosX,
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Iyx = -cosZ*sinX-sinZ*cosX*sinY,
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Iyy = cosZ*cosX*sinY-sinZ*sinX,
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Izx = -sinZ*cosY,
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Izy = cosZ*sinY
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}
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end
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