Function Dump/Mathematical Functions: Difference between revisions

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{{CatUp|Function Dump}}
{{CatUp|Function Dump}}


 
=Mathematical Functions=
 
==Mathematical Functions==


This library is an interface to the standard C math library. It provides all its functions inside the table math.
This library is an interface to the standard C math library. It provides all its functions inside the table math.




'''math.abs (x)'''
===math.abs (x)===




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}}
}}


'''math.acos (x)'''
===math.acos (x)===




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}}
}}


'''math.asin (x)'''
===math.asin (x)===




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}}
}}


'''math.atan (x)'''
===math.atan (x)===




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}}
}}


'''math.atan2 (y, x)'''
===math.atan2 (y, x)===




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'''math.ceil (x)'''
===math.ceil (x)===




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}}
}}


'''math.cos (x)'''
===math.cos (x)===




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}}
}}


'''math.cosh (x)'''
===math.cosh (x)===




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}}
}}


'''math.deg (x)'''
===math.deg (x)===




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}}
}}


'''math.exp (x)'''
===math.exp (x)===




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}}
}}


'''math.floor (x)'''
===math.floor (x)===




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}}
}}


'''math.fmod (x, y)'''
===math.fmod (x, y)===




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}}
}}


'''math.frexp (x)'''
===math.frexp (x)===




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}}
}}


'''math.huge'''
===math.huge===




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}}
}}


'''math.ldexp (m, e)'''
===math.ldexp (m, e)===




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'''math.log (x)'''
===math.log (x)===




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}}
}}


'''math.log10 (x)'''
===math.log10 (x)===




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}}
}}


'''math.max (x, ···)'''
===math.max (x, ···)===




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}}
}}


'''math.min (x, ···)'''
===math.min (x, ···)===




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}}
}}


'''math.modf (x)'''
===math.modf (x)===




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}}
}}


'''math.pi'''
===math.pi===




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}}
}}


'''math.pow (x, y)'''
===math.pow (x, y)===




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}}
}}


'''math.rad (x)'''
===math.rad (x)===




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}}
}}


'''math.random ([m [, n]])'''
===math.random ([m [, n]])===




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}}
}}


'''math.randomseed (x)'''
===math.randomseed (x)===




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'''math.sin (x)'''
===math.sin (x)===




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}}
}}


'''math.sinh (x)'''
===math.sinh (x)===




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}}
}}


'''math.sqrt (x)'''
===math.sqrt (x)===




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}}
}}


'''math.tan (x)'''
===math.tan (x)===




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}}
}}


'''math.tanh (x)'''
===math.tanh (x)===




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</pre>
</pre>
}}
}}
----

Revision as of 23:43, 23 February 2010

Mathematical Functions

This library is an interface to the standard C math library. It provides all its functions inside the table math.


math.abs (x)

Returns the absolute value of x.

Example
Try me with Edit Mode!
for i = -10, 10, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+math.abs(i),0))
	wait()
end


math.acos (x)

Returns the arc cosine of x (in radians).

Example
for i = -1, 1, .01 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i*10,50+math.acos(i)*10,0))
	wait()
end


math.asin (x)

Returns the arc sine of x (in radians).

Example
for i = -1, 1, .01 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i*10,50+math.asin(i)*10,0))
	wait()
end


math.atan (x)

Returns the arc tangent of x (in radians).

Example
for i = -5, 5, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i*10,50+math.atan(i)*10,0))
	wait()
end


math.atan2 (y, x)

Returns the arc tangent of y/x (in radians), but uses the signs of both parameters to find the quadrant of the result. (It also handles correctly the case of x being zero.)

Example
for i = -5, 5, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i*10,50+math.atan2(1,i)*10,0))
	wait()
end


math.ceil (x)

Returns the smallest integer larger than or equal to x.

Example
for i = 0, 50, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,math.ceil(i),0))
	wait()
end


math.cos (x)

Returns the cosine of x (assumed to be in radians).

Example
for i = 0, 50, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(2*math.cos(i),i,0))
	wait()
end


math.cosh (x)

Returns the hyperbolic cosine of x.

Example
for i = 0, 5, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,2*math.cosh(i),0))
	wait()
end


math.deg (x)

Returns the angle x (given in radians) in degrees.

Example
a=math.deg (1.5707963267948966192313216916398)
print(a)

Will result in:
90


math.exp (x)

Returns the the value e^x.

Example
for i = -5, 5, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+math.exp(i),0))
	wait()
end


math.floor (x)

Returns the largest integer smaller than or equal to x.

Example
for i = 0, 50, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,math.floor(i),0))
	wait()
end


math.fmod (x, y)

Returns the remainder of the division of x by y that rounds the quotient towards zero.

Example
for i = -10, 10, 1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+math.fmod(i,2),0))
	wait()
end


math.frexp (x)

Returns m and e such that x = m*2^e, e is an integer and the absolute value of m is in the range [0.5, 1) (or zero when x is zero).

Example
print(math.frexp (0))

Will result in:
0 0
print(math.frexp (4))

Will result in:
0.5 3 -- (2^3/2=4)


math.huge

The value HUGE_VAL, a value larger than or equal to any other numerical value.

Example
print(math.huge)

Will result in:
1.#INF


math.ldexp (m, e)

Returns m*2^e (e should be an integer).

Example
for i = -10, 10, 1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+math.ldexp (i, 1),0))
	wait()
end


math.log (x)

Returns the natural logarithm of x.

Example
for i = 0, 30, 1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+5*math.log (i),0))
	wait()
end


math.log10 (x)

Returns the base-10 logarithm of x.

Example
for i = 0, 30, 1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+5*math.log10 (i),0))
	wait()
end


math.max (x, ···)

Returns the maximum value among its arguments.

Example
print(math.max (1, 2, 3, 4, 5, 6, 7))
Will result in:
7


math.min (x, ···)

Returns the minimum value among its arguments.

Example
print(math.min (1, 2, 3, 4, 5, 6, 7))

Will result in:
1


math.modf (x)

Returns two numbers, the integral part of x and the fractional part of x.

Example
print(math.modf (2.5))

Will result in:
2 0.5


math.pi

The value of pi.

Example
a=(math.pi^2)
print(math.sqrt(a))

Will result in:
3.1415926535898


math.pow (x, y)

Returns x^y. (You can also use the expression x^y to compute this value.)

Example
for i = 0, 10, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i+50,math.pow(i,2),0))
	wait()
end


math.rad (x)

Returns the angle x (given in degrees) in radians.

Example
print(math.rad (90))

Will result in:
1.5707963267949 (Which is pi/2)


math.random ([m [, n]])

This function is an interface to the simple pseudo-random generator function rand provided by ANSI C. (No guarantees can be given for its statistical properties.)

When called without arguments, returns a pseudo-random real number in the range [0,1). When called with a number m, math.random returns a pseudo-random integer in the range [1, m]. When called with two numbers m and n, math.random returns a pseudo-random integer in the range [m, n].

Example
local str = ""
for i = 1,10 do
	local num = math.random(33,126)
	str = str .. string.char(num)
end

print(str)


math.randomseed (x)

Sets x as the "seed" for the pseudo-random generator: equal seeds produce equal sequences of numbers.


math.sin (x)

Returns the sine of x (assumed to be in radians).

Example
for i = 0, 20, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(3*math.sin(i),3*i,3*math.cos(i)))
	wait()
end


math.sinh (x)

Returns the hyperbolic sine of x.

Example
for i = -2, 2, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(2*math.sinh(i),5*i+50,2*math.cosh(i)))
	wait()
end


math.sqrt (x)

Returns the square root of x. (You can also use the expression x^0.5 to compute this value.)

Example
for i = 0, 30, 1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+5*math.sqrt (i),0))
	wait()
end


math.tan (x)

Returns the tangent of x (assumed to be in radians).

Example
for i = 0, 50, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+2*math.tan(i),0))
	wait()
end


math.tanh (x)

Returns the hyperbolic tangent of x.

Example
for i = -5, 5, .1 do
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Size = Vector3.new(1,1,1)
	p.Anchored = true
	p.CFrame=(CFrame.fromEulerAnglesXYZ(0,0,0)+Vector3.new(i,50+2*math.tanh(i),0))
	wait()
end