# Calculator Reference

Here is a reference built-in Calculator of Arbor.

## Bool
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./boolandcalculator.html">
Bool.And
</a></td>
<td>
Calculate the Bool value by And.
</td>
</tr>
<tr>
<td><a href="./boolnotcalculator.html">
Bool.Not
</a></td>
<td>
Calculate the Bool value by Not.
</td>
</tr>
<tr>
<td><a href="./boolorcalculator.html">
Bool.Or
</a></td>
<td>
Calculate the Bool value by Or.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   boolandcalculator
   boolnotcalculator
   boolorcalculator
```


## Bounds
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./boundscomposecalculator.html">
Bounds.Compose
</a></td>
<td>
Compose Bounds.
</td>
</tr>
<tr>
<td><a href="./boundscontainscalculator.html">
Bounds.Contains
</a></td>
<td>
Is point contained in the bounding box?
</td>
</tr>
<tr>
<td><a href="./boundsdecomposecalculator.html">
Bounds.Decompose
</a></td>
<td>
Decompose Bounds to size and size.
</td>
</tr>
<tr>
<td><a href="./boundsencapsulateboundscalculator.html">
Bounds.EncapsulateBounds
</a></td>
<td>
Grow the bounds to encapsulate the bounds.
</td>
</tr>
<tr>
<td><a href="./boundsencapsulatevector3calculator.html">
Bounds.EncapsulateVector3
</a></td>
<td>
Grows the Bounds to include the point.
</td>
</tr>
<tr>
<td><a href="./boundsexpandfloatcalculator.html">
Bounds.ExpandFloat
</a></td>
<td>
Expand the bounds by increasing its size by amount along each side.
</td>
</tr>
<tr>
<td><a href="./boundsexpandvector3calculator.html">
Bounds.ExpandVector3
</a></td>
<td>
Expand the bounds by increasing its size by amount along each side.
</td>
</tr>
<tr>
<td><a href="./boundssqrdistancecalculator.html">
Bounds.SqrDistance
</a></td>
<td>
The smallest squared distance between the point and this bounding box.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   boundscomposecalculator
   boundscontainscalculator
   boundsdecomposecalculator
   boundsencapsulateboundscalculator
   boundsencapsulatevector3calculator
   boundsexpandfloatcalculator
   boundsexpandvector3calculator
   boundssqrdistancecalculator
```


## Collider
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./colliderattachedrigidbodycalculator.html">
Collider.AttachedRigidbody
</a></td>
<td>
Output Rigidbody attached to Collider.
</td>
</tr>
<tr>
<td><a href="./colliderboundscalculator.html">
Collider.Bounds
</a></td>
<td>
The world space bounding volume of the collider.
</td>
</tr>
<tr>
<td><a href="./colliderclosestpointonboundscalculator.html">
Collider.ClosestPointOnBounds
</a></td>
<td>
The closest point to the bounding box of the attached collider.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   colliderattachedrigidbodycalculator
   colliderboundscalculator
   colliderclosestpointonboundscalculator
```


## Collider2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./collider2dattachedrigidbodycalculator.html">
Collider2D.AttachedRigidbody
</a></td>
<td>
Output Rigidbody2D attached to Collider2D.
</td>
</tr>
<tr>
<td><a href="./collider2dboundscalculator.html">
Collider2D.Bounds
</a></td>
<td>
The world space bounding volume of the Collider2D.
</td>
</tr>
<tr>
<td><a href="./collider2doverlappointcalculator.html">
Collider2D.OverlapPoint
</a></td>
<td>
Check if a collider overlaps a point in space.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   collider2dattachedrigidbodycalculator
   collider2dboundscalculator
   collider2doverlappointcalculator
```


## Collision
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./collisioncollidercalculator.html">
Collision.Collider
</a></td>
<td>
Output Collider hit from Collision.
</td>
</tr>
<tr>
<td><a href="./collisiongameobjectcalculator.html">
Collision.GameObject
</a></td>
<td>
Output GameObject hit from Collision.
</td>
</tr>
<tr>
<td><a href="./collisionrelativevelocitycalculator.html">
Collision.RelativeVelocity
</a></td>
<td>
Output the relative velocity of the two collided objects.
</td>
</tr>
<tr>
<td><a href="./collisionrigidbodycalculator.html">
Collision.Rigidbody
</a></td>
<td>
Output Rigidbody hit from Collision.
</td>
</tr>
<tr>
<td><a href="./collisiontransformcalculator.html">
Collision.Transform
</a></td>
<td>
Output Transform hit from Collision.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   collisioncollidercalculator
   collisiongameobjectcalculator
   collisionrelativevelocitycalculator
   collisionrigidbodycalculator
   collisiontransformcalculator
```


## Collision2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./collision2dcollidercalculator.html">
Collision2D.Collider
</a></td>
<td>
Output Collider2D hit from Collision2D.
</td>
</tr>
<tr>
<td><a href="./collision2dgameobjectcalculator.html">
Collision2D.GameObject
</a></td>
<td>
Output GameObject hit from Collision2D.
</td>
</tr>
<tr>
<td><a href="./collision2drelativevelocitycalculator.html">
Collision2D.RelativeVelocity
</a></td>
<td>
Output the relative velocity of the two collided objects.
</td>
</tr>
<tr>
<td><a href="./collision2drigidbodycalculator.html">
Collision2D.Rigidbody
</a></td>
<td>
Output Rigidbody2D hit from Collision2D.
</td>
</tr>
<tr>
<td><a href="./collision2dtransformcalculator.html">
Collision2D.Transform
</a></td>
<td>
Output Transform hit from Collision2D.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   collision2dcollidercalculator
   collision2dgameobjectcalculator
   collision2drelativevelocitycalculator
   collision2drigidbodycalculator
   collision2dtransformcalculator
```


## Component
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./componentgetgameobjectcalculator.html">
Component.GetGameObject
</a></td>
<td>
Output Component's GameObject.
</td>
</tr>
<tr>
<td><a href="./gameobjectgetcomponentcalculator.html">
GameObjectGetComponent
</a></td>
<td>
Output Component from GameObject.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   componentgetgameobjectcalculator
   gameobjectgetcomponentcalculator
```


## Float
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./floataddcalculator.html">
Float.Add
</a></td>
<td>
Add float.
</td>
</tr>
<tr>
<td><a href="./floatcomparecalculator.html">
Float.Compare
</a></td>
<td>
Compare floats.
</td>
</tr>
<tr>
<td><a href="./floatdivcalculator.html">
Float.Div
</a></td>
<td>
Divide the float.
</td>
</tr>
<tr>
<td><a href="./floatmulcalculator.html">
Float.Mul
</a></td>
<td>
Multiply by float.
</td>
</tr>
<tr>
<td><a href="./floatnegativecalculator.html">
Float.Negative
</a></td>
<td>
To invert the sign of the float.
</td>
</tr>
<tr>
<td><a href="./floatsubcalculator.html">
Float.Sub
</a></td>
<td>
Subtract float.
</td>
</tr>
<tr>
<td><a href="./floattointcalculator.html">
Float.ToInt
</a></td>
<td>
Convert float to int.
</td>
</tr>
<tr>
<td><a href="./floattolongcalculator.html">
Float.ToLong
</a></td>
<td>
Convert float to long.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   floataddcalculator
   floatcomparecalculator
   floatdivcalculator
   floatmulcalculator
   floatnegativecalculator
   floatsubcalculator
   floattointcalculator
   floattolongcalculator
```


## Int
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./intaddcalculator.html">
Int.Add
</a></td>
<td>
Add int.
</td>
</tr>
<tr>
<td><a href="./intcomparecalculator.html">
Int.Compare
</a></td>
<td>
Compare int.
</td>
</tr>
<tr>
<td><a href="./intdivcalculator.html">
Int.Div
</a></td>
<td>
Divide the int.
</td>
</tr>
<tr>
<td><a href="./intmulcalculator.html">
Int.Mul
</a></td>
<td>
Multiply by int.
</td>
</tr>
<tr>
<td><a href="./intnegativecalculator.html">
Int.Negative
</a></td>
<td>
To invert the sign of the int.
</td>
</tr>
<tr>
<td><a href="./intsubcalculator.html">
Int.Sub
</a></td>
<td>
Subtract int.
</td>
</tr>
<tr>
<td><a href="./inttofloatcalculator.html">
Int.ToFloat
</a></td>
<td>
Convert int to float.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   intaddcalculator
   intcomparecalculator
   intdivcalculator
   intmulcalculator
   intnegativecalculator
   intsubcalculator
   inttofloatcalculator
```


## Long
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./longaddcalculator.html">
Long.Add
</a></td>
<td>
Add long.
</td>
</tr>
<tr>
<td><a href="./longcomparecalculator.html">
Long.Compare
</a></td>
<td>
Compare long.
</td>
</tr>
<tr>
<td><a href="./longdivcalculator.html">
Long.Div
</a></td>
<td>
Divide the long.
</td>
</tr>
<tr>
<td><a href="./longmulcalculator.html">
Long.Mul
</a></td>
<td>
Multiply by long.
</td>
</tr>
<tr>
<td><a href="./longnegativecalculator.html">
Long.Negative
</a></td>
<td>
To invert the sign of the long.
</td>
</tr>
<tr>
<td><a href="./longsubcalculator.html">
Long.Sub
</a></td>
<td>
Subtract long.
</td>
</tr>
<tr>
<td><a href="./longtofloatcalculator.html">
Long.ToFloat
</a></td>
<td>
Convert long to float.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   longaddcalculator
   longcomparecalculator
   longdivcalculator
   longmulcalculator
   longnegativecalculator
   longsubcalculator
   longtofloatcalculator
```


## Mathf
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./mathfabsfloatcalculator.html">
Mathf.AbsFloat
</a></td>
<td>
The absolute value of the float.
</td>
</tr>
<tr>
<td><a href="./mathfabsintcalculator.html">
Mathf.AbsInt
</a></td>
<td>
The absolute value of the int.
</td>
</tr>
<tr>
<td><a href="./mathfacoscalculator.html">
Mathf.Acos
</a></td>
<td>
Calculate acos.
</td>
</tr>
<tr>
<td><a href="./mathfasincalculator.html">
Mathf.Asin
</a></td>
<td>
Calculate asin.
</td>
</tr>
<tr>
<td><a href="./mathfatancalculator.html">
Mathf.Atan
</a></td>
<td>
Calculate atan.
</td>
</tr>
<tr>
<td><a href="./mathfatan2calculator.html">
Mathf.Atan2
</a></td>
<td>
Calculate atan2.
</td>
</tr>
<tr>
<td><a href="./mathfceilcalculator.html">
Mathf.Ceil
</a></td>
<td>
Calculate the smallest integer greater than or equal to the value.
</td>
</tr>
<tr>
<td><a href="./mathfceiltointcalculator.html">
Mathf.CeilToInt
</a></td>
<td>
Calculate the smallest integer greater than or equal to the value.
</td>
</tr>
<tr>
<td><a href="./mathfclamp01calculator.html">
Mathf.Clamp01
</a></td>
<td>
Clamps value between 0 and 1
</td>
</tr>
<tr>
<td><a href="./mathfclampfloatcalculator.html">
Mathf.ClampFloat
</a></td>
<td>
Clamps a value between a Min and Max value.
</td>
</tr>
<tr>
<td><a href="./mathfclampintcalculator.html">
Mathf.ClampInt
</a></td>
<td>
Clamps a value between a Min and Max value.
</td>
</tr>
<tr>
<td><a href="./mathfclosestpoweroftwocalculator.html">
Mathf.ClosestPowerOfTwo
</a></td>
<td>
Outputs the closest power of two value.
</td>
</tr>
<tr>
<td><a href="./mathfcoscalculator.html">
Mathf.Cos
</a></td>
<td>
Calculate cos.
</td>
</tr>
<tr>
<td><a href="./mathfdegtoradcalculator.html">
Mathf.DegToRad
</a></td>
<td>
Convert from degrees to radians.
</td>
</tr>
<tr>
<td><a href="./mathfdeltaanglecalculator.html">
Mathf.DeltaAngle
</a></td>
<td>
Calculates the shortest difference between two given angles given in degrees.
</td>
</tr>
<tr>
<td><a href="./mathfexpcalculator.html">
Mathf.Exp
</a></td>
<td>
Calculates e raised to the specified power.
</td>
</tr>
<tr>
<td><a href="./mathffloorcalculator.html">
Mathf.Floor
</a></td>
<td>
Calculate the largest integer less than or equal to the value.
</td>
</tr>
<tr>
<td><a href="./mathffloortointcalculator.html">
Mathf.FloorToInt
</a></td>
<td>
Calculate the largest integer less than or equal to the value.
</td>
</tr>
<tr>
<td><a href="./mathfgammatolinearspacecalculator.html">
Mathf.GammaToLinearSpace
</a></td>
<td>
Converts the given value from gamma (sRGB) to linear color space.
</td>
</tr>
<tr>
<td><a href="./mathfinverselerpcalculator.html">
Mathf.InverseLerp
</a></td>
<td>
Calculate a interpolation parameter that generates a value to be interpolated within the range from From to To.
</td>
</tr>
<tr>
<td><a href="./mathflerpcalculator.html">
Mathf.Lerp
</a></td>
<td>
Linearly interpolate values within the range from From to To.
</td>
</tr>
<tr>
<td><a href="./mathflerpanglecalculator.html">
Mathf.LerpAngle
</a></td>
<td>
Linearly interpolate the angle within the range from From to To.
</td>
</tr>
<tr>
<td><a href="./mathflineartogammaspacecalculator.html">
Mathf.LinearToGammaSpace
</a></td>
<td>
Converts the given value from linear to gamma (sRGB) color space.
</td>
</tr>
<tr>
<td><a href="./mathflogcalculator.html">
Mathf.Log
</a></td>
<td>
Calculate the logarithm (base e).
</td>
</tr>
<tr>
<td><a href="./mathflog10calculator.html">
Mathf.Log10
</a></td>
<td>
Calculates the base 10 logarithm of a specified number.
</td>
</tr>
<tr>
<td><a href="./mathflogbasecalculator.html">
Mathf.LogBase
</a></td>
<td>
Calculate the logarithm.
</td>
</tr>
<tr>
<td><a href="./mathfmaxfloatcalculator.html">
Mathf.MaxFloat
</a></td>
<td>
Calculate the maximum value from two float values.
</td>
</tr>
<tr>
<td><a href="./mathfmaxintcalculator.html">
Mathf.MaxInt
</a></td>
<td>
Calculate the maximum value from two int values.
</td>
</tr>
<tr>
<td><a href="./mathfminfloatcalculator.html">
Mathf.MinFloat
</a></td>
<td>
Calculate the minimum value from two float values.
</td>
</tr>
<tr>
<td><a href="./mathfminintcalculator.html">
Mathf.MinInt
</a></td>
<td>
Calculate the minimum value from two int values.
</td>
</tr>
<tr>
<td><a href="./mathfmovetowardscalculator.html">
Mathf.MoveTowards
</a></td>
<td>
Calculate the amount of movement to move from Current to Target at the speed of MaxDelta.
</td>
</tr>
<tr>
<td><a href="./mathfmovetowardsanglecalculator.html">
Mathf.MoveTowardsAngle
</a></td>
<td>
Calculate the amount of movement to move from Current to Target at the speed of MaxDelta.
</td>
</tr>
<tr>
<td><a href="./mathfnextpoweroftwocalculator.html">
Mathf.NextPowerOfTwo
</a></td>
<td>
Calculates the next power of two value.
</td>
</tr>
<tr>
<td><a href="./mathfperlinnoisecalculator.html">
Mathf.PerlinNoise
</a></td>
<td>
Generate 2D Perlin noise.
</td>
</tr>
<tr>
<td><a href="./mathfpingpongcalculator.html">
Mathf.PingPong
</a></td>
<td>
The interpolation parameter T makes a round trip between 0 and Length.
</td>
</tr>
<tr>
<td><a href="./mathfpowcalculator.html">
Mathf.Pow
</a></td>
<td>
Calculates Value raised to power Power.
</td>
</tr>
<tr>
<td><a href="./mathfradtodegcalculator.html">
Mathf.RadToDeg
</a></td>
<td>
Convert from radians to degrees.
</td>
</tr>
<tr>
<td><a href="./mathfrepeatcalculator.html">
Mathf.Repeat
</a></td>
<td>
Loop from 0 to Length by interpolation parameter T.
</td>
</tr>
<tr>
<td><a href="./mathfroundcalculator.html">
Mathf.Round
</a></td>
<td>
Calculate the integer closest to Value.
</td>
</tr>
<tr>
<td><a href="./mathfroundtointcalculator.html">
Mathf.RoundToInt
</a></td>
<td>
Calculate the integer closest to Value.
</td>
</tr>
<tr>
<td><a href="./mathfsigncalculator.html">
Mathf.Sign
</a></td>
<td>
Calculate the sign of Value.
</td>
</tr>
<tr>
<td><a href="./mathfsincalculator.html">
Mathf.Sin
</a></td>
<td>
Calculate sin.
</td>
</tr>
<tr>
<td><a href="./mathfsmoothstepcalculator.html">
Mathf.SmoothStep
</a></td>
<td>
Interpolate with limited smoothing between From and To.
</td>
</tr>
<tr>
<td><a href="./mathfsqrtcalculator.html">
Mathf.Sqrt
</a></td>
<td>
Calculates the square root.
</td>
</tr>
<tr>
<td><a href="./mathftancalculator.html">
Mathf.Tan
</a></td>
<td>
Calculate tan.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   mathfabsfloatcalculator
   mathfabsintcalculator
   mathfacoscalculator
   mathfasincalculator
   mathfatancalculator
   mathfatan2calculator
   mathfceilcalculator
   mathfceiltointcalculator
   mathfclamp01calculator
   mathfclampfloatcalculator
   mathfclampintcalculator
   mathfclosestpoweroftwocalculator
   mathfcoscalculator
   mathfdegtoradcalculator
   mathfdeltaanglecalculator
   mathfexpcalculator
   mathffloorcalculator
   mathffloortointcalculator
   mathfgammatolinearspacecalculator
   mathfinverselerpcalculator
   mathflerpcalculator
   mathflerpanglecalculator
   mathflineartogammaspacecalculator
   mathflogcalculator
   mathflog10calculator
   mathflogbasecalculator
   mathfmaxfloatcalculator
   mathfmaxintcalculator
   mathfminfloatcalculator
   mathfminintcalculator
   mathfmovetowardscalculator
   mathfmovetowardsanglecalculator
   mathfnextpoweroftwocalculator
   mathfperlinnoisecalculator
   mathfpingpongcalculator
   mathfpowcalculator
   mathfradtodegcalculator
   mathfrepeatcalculator
   mathfroundcalculator
   mathfroundtointcalculator
   mathfsigncalculator
   mathfsincalculator
   mathfsmoothstepcalculator
   mathfsqrtcalculator
   mathftancalculator
```


## Quaternion
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./quaternionanglecalculator.html">
Quaternion.Angle
</a></td>
<td>
Calculate the angle between two Quaternions.
</td>
</tr>
<tr>
<td><a href="./quaternionangleaxiscalculator.html">
Quaternion.AngleAxis
</a></td>
<td>
Create a Quaternion that rotates Angle degrees around Axis.
</td>
</tr>
<tr>
<td><a href="./quaterniondotcalculator.html">
Quaternion.Dot
</a></td>
<td>
Calculates the dot product of two Quaternion.
</td>
</tr>
<tr>
<td><a href="./quaternioneulercalculator.html">
Quaternion.Euler
</a></td>
<td>
Calculate the Quaternion value from Euler angle.
</td>
</tr>
<tr>
<td><a href="./quaternioneuleranglescalculator.html">
Quaternion.EulerAngles
</a></td>
<td>
Calculate the Euler angle value from Quaternion.
</td>
</tr>
<tr>
<td><a href="./quaternionfromtorotationcalculator.html">
Quaternion.FromToRotation
</a></td>
<td>
Creates a rotation which rotates from FromDirection to ToDirection.
</td>
</tr>
<tr>
<td><a href="./quaternioninversecalculator.html">
Quaternion.Inverse
</a></td>
<td>
Calculates the reverse Quaternion.
</td>
</tr>
<tr>
<td><a href="./quaternionlerpcalculator.html">
Quaternion.Lerp
</a></td>
<td>
Linearly interpolate Quaternion between From and To.
</td>
</tr>
<tr>
<td><a href="./quaternionlookrotationcalculator.html">
Quaternion.LookRotation
</a></td>
<td>
Create a Quaternion to Forward.
</td>
</tr>
<tr>
<td><a href="./quaternionmulcalculator.html">
Quaternion.Mul
</a></td>
<td>
Multiply by Quaternion.
</td>
</tr>
<tr>
<td><a href="./quaternionmulvector3calculator.html">
Quaternion.MulVector3
</a></td>
<td>
Multiply Vector3 by Quaternion.
</td>
</tr>
<tr>
<td><a href="./quaternionrotatetowardscalculator.html">
Quaternion.RotateTowards
</a></td>
<td>
Calculates the Quaternion to To from From.
</td>
</tr>
<tr>
<td><a href="./quaternionslerpcalculator.html">
Quaternion.Slerp
</a></td>
<td>
Spherical linear interpolation of Quaternion between From and To.
</td>
</tr>
<tr>
<td><a href="./quaterniontoangleaxiscalculator.html">
Quaternion.ToAngleAxis
</a></td>
<td>
Convert Quaternion to rotation axis and angle.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   quaternionanglecalculator
   quaternionangleaxiscalculator
   quaterniondotcalculator
   quaternioneulercalculator
   quaternioneuleranglescalculator
   quaternionfromtorotationcalculator
   quaternioninversecalculator
   quaternionlerpcalculator
   quaternionlookrotationcalculator
   quaternionmulcalculator
   quaternionmulvector3calculator
   quaternionrotatetowardscalculator
   quaternionslerpcalculator
   quaterniontoangleaxiscalculator
```


## RaycastHit
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./raycasthitbarycentriccoordinatecalculator.html">
RaycastHit.BarycentricCoordinate
</a></td>
<td>
The barycentric coordinate of the triangle we hit.
</td>
</tr>
<tr>
<td><a href="./raycasthitcollidercalculator.html">
RaycastHit.Collider
</a></td>
<td>
The Collider that was hit.
</td>
</tr>
<tr>
<td><a href="./raycasthitdistancecalculator.html">
RaycastHit.Distance
</a></td>
<td>
The distance from the ray's origin to the impact point.
</td>
</tr>
<tr>
<td><a href="./raycasthitlightmapcoordcalculator.html">
RaycastHit.LightmapCoord
</a></td>
<td>
The uv lightmap coordinate at the impact point.
</td>
</tr>
<tr>
<td><a href="./raycasthitnormalcalculator.html">
RaycastHit.Normal
</a></td>
<td>
The normal of the surface the ray hit.
</td>
</tr>
<tr>
<td><a href="./raycasthitpointcalculator.html">
RaycastHit.Point
</a></td>
<td>
The impact point in world space where the ray hit the collider.
</td>
</tr>
<tr>
<td><a href="./raycasthitrigidbodycalculator.html">
RaycastHit.Rigidbody
</a></td>
<td>
The Rigidbody of the collider that was hit.
</td>
</tr>
<tr>
<td><a href="./raycasthittexturecoordcalculator.html">
RaycastHit.TextureCoord
</a></td>
<td>
The uv texture coordinate at the collision location.
</td>
</tr>
<tr>
<td><a href="./raycasthittexturecoord2calculator.html">
RaycastHit.TextureCoord2
</a></td>
<td>
The secondary uv texture coordinate at the impact point.
</td>
</tr>
<tr>
<td><a href="./raycasthittransformcalculator.html">
RaycastHit.Transform
</a></td>
<td>
The Transform of the rigidbody or collider that was hit.
</td>
</tr>
<tr>
<td><a href="./raycasthittriangleindexcalculator.html">
RaycastHit.TriangleIndex
</a></td>
<td>
The index of the triangle that was hit.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   raycasthitbarycentriccoordinatecalculator
   raycasthitcollidercalculator
   raycasthitdistancecalculator
   raycasthitlightmapcoordcalculator
   raycasthitnormalcalculator
   raycasthitpointcalculator
   raycasthitrigidbodycalculator
   raycasthittexturecoordcalculator
   raycasthittexturecoord2calculator
   raycasthittransformcalculator
   raycasthittriangleindexcalculator
```


## RaycastHit2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./raycasthit2dcentroidcalculator.html">
RaycastHit2D.Centroid
</a></td>
<td>
The centroid of the primitive used to perform the cast.
</td>
</tr>
<tr>
<td><a href="./raycasthit2dcollidercalculator.html">
RaycastHit2D.Collider
</a></td>
<td>
The Collider2D that was hit.
</td>
</tr>
<tr>
<td><a href="./raycasthit2ddistancecalculator.html">
RaycastHit2D.Distance
</a></td>
<td>
The distance from the ray's origin to the impact point.
</td>
</tr>
<tr>
<td><a href="./raycasthit2dfractioncalculator.html">
RaycastHit2D.Fraction
</a></td>
<td>
Fraction of the distance along the ray that the hit occurred.
</td>
</tr>
<tr>
<td><a href="./raycasthit2dnormalcalculator.html">
RaycastHit2D.Normal
</a></td>
<td>
The normal vector of the surface hit by the ray.
</td>
</tr>
<tr>
<td><a href="./raycasthit2dpointcalculator.html">
RaycastHit2D.Point
</a></td>
<td>
The impact point in world space where the ray hit the collider.
</td>
</tr>
<tr>
<td><a href="./raycasthit2drigidbodycalculator.html">
RaycastHit2D.Rigidbody
</a></td>
<td>
The Rigidbody2D of the Collider2D that was hit.
</td>
</tr>
<tr>
<td><a href="./raycasthit2dtransformcalculator.html">
RaycastHit2D.Transform
</a></td>
<td>
The Transform of the Rigidbody2D or Collider2D that was hit.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   raycasthit2dcentroidcalculator
   raycasthit2dcollidercalculator
   raycasthit2ddistancecalculator
   raycasthit2dfractioncalculator
   raycasthit2dnormalcalculator
   raycasthit2dpointcalculator
   raycasthit2drigidbodycalculator
   raycasthit2dtransformcalculator
```


## Rect
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./rectcentercalculator.html">
Rect.Center
</a></td>
<td>
The position of the center of the rectangle.
</td>
</tr>
<tr>
<td><a href="./rectcomposecalculator.html">
Rect.Compose
</a></td>
<td>
Compose Rect.
</td>
</tr>
<tr>
<td><a href="./rectcontainscalculator.html">
Rect.Contains
</a></td>
<td>
Whether the Point is inside the Rect.
</td>
</tr>
<tr>
<td><a href="./rectdecomposecalculator.html">
Rect.Decompose
</a></td>
<td>
Decompose Rect into position and size.
</td>
</tr>
<tr>
<td><a href="./rectminmaxrectcalculator.html">
Rect.MinMaxRect
</a></td>
<td>
Create Rect from Min and Max.
</td>
</tr>
<tr>
<td><a href="./rectnormalizedtopointcalculator.html">
Rect.NormalizedToPoint
</a></td>
<td>
Calculates a point inside a rectangle, given normalized coordinates.
</td>
</tr>
<tr>
<td><a href="./rectoverlapscalculator.html">
Rect.Overlaps
</a></td>
<td>
Whether rectangles overlap each other or not.
</td>
</tr>
<tr>
<td><a href="./rectpointtonormalizedcalculator.html">
Rect.PointToNormalized
</a></td>
<td>
Calculates the normalized coordinates cooresponding the the point.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   rectcentercalculator
   rectcomposecalculator
   rectcontainscalculator
   rectdecomposecalculator
   rectminmaxrectcalculator
   rectnormalizedtopointcalculator
   rectoverlapscalculator
   rectpointtonormalizedcalculator
```


## RectTransform
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./recttransformanchoredpositioncalculator.html">
RectTransform.AnchoredPosition
</a></td>
<td>
The position of the pivot of this RectTransform relative to the anchor reference point.
</td>
</tr>
<tr>
<td><a href="./recttransformanchoredposition3dcalculator.html">
RectTransform.AnchoredPosition3D
</a></td>
<td>
The 3D position of the pivot of this RectTransform relative to the anchor reference point.
</td>
</tr>
<tr>
<td><a href="./recttransformanchormaxcalculator.html">
RectTransform.AnchorMax
</a></td>
<td>
The normalized position in the parent RectTransform that the upper right corner is anchored to.
</td>
</tr>
<tr>
<td><a href="./recttransformanchormincalculator.html">
RectTransform.AnchorMin
</a></td>
<td>
The normalized position in the parent RectTransform that the lower left corner is anchored to.
</td>
</tr>
<tr>
<td><a href="./recttransformgetcalculator.html">
RectTransform.Get
</a></td>
<td>
Gets the RectTransform attached to GameObject.
</td>
</tr>
<tr>
<td><a href="./recttransformoffsetmaxcalculator.html">
RectTransform.OffsetMax
</a></td>
<td>
The offset of the upper right corner of the rectangle relative to the upper right anchor.
</td>
</tr>
<tr>
<td><a href="./recttransformoffsetmincalculator.html">
RectTransform.OffsetMin
</a></td>
<td>
The offset of the lower left corner of the rectangle relative to the lower left anchor.
</td>
</tr>
<tr>
<td><a href="./recttransformpivotcalculator.html">
RectTransform.Pivot
</a></td>
<td>
The normalized position in this RectTransform that it rotates around.
</td>
</tr>
<tr>
<td><a href="./recttransformrectcalculator.html">
RectTransform.Rect
</a></td>
<td>
The calculated rectangle in the local space of the Transform.
</td>
</tr>
<tr>
<td><a href="./recttransformsizedeltacalculator.html">
RectTransform.SizeDelta
</a></td>
<td>
The size of this RectTransform relative to the distances between the anchors.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   recttransformanchoredpositioncalculator
   recttransformanchoredposition3dcalculator
   recttransformanchormaxcalculator
   recttransformanchormincalculator
   recttransformgetcalculator
   recttransformoffsetmaxcalculator
   recttransformoffsetmincalculator
   recttransformpivotcalculator
   recttransformrectcalculator
   recttransformsizedeltacalculator
```


## Rigidbody
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./rigidbodyangulardragcalculator.html">
Rigidbody.AngularDrag
</a></td>
<td>
The angular drag of the object.
</td>
</tr>
<tr>
<td><a href="./rigidbodyangularvelocitycalculator.html">
Rigidbody.AngularVelocity
</a></td>
<td>
The angular velocity vector of the rigidbody measured in radians per second.
</td>
</tr>
<tr>
<td><a href="./rigidbodycenterofmasscalculator.html">
Rigidbody.CenterOfMass
</a></td>
<td>
The center of mass relative to the transform's origin.
</td>
</tr>
<tr>
<td><a href="./rigidbodyclosestpointonboundscalculator.html">
Rigidbody.ClosestPointOnBounds
</a></td>
<td>
The closest point to the bounding box of the attached colliders.
</td>
</tr>
<tr>
<td><a href="./rigidbodydragcalculator.html">
Rigidbody.Drag
</a></td>
<td>
The drag of the object.
</td>
</tr>
<tr>
<td><a href="./rigidbodygetcalculator.html">
Rigidbody.Get
</a></td>
<td>
Gets the Rigidbody attached to GameObject.
</td>
</tr>
<tr>
<td><a href="./rigidbodygetpointvelocitycalculator.html">
Rigidbody.GetPointVelocity
</a></td>
<td>
The velocity of the rigidbody at the point worldPoint in global space.
</td>
</tr>
<tr>
<td><a href="./rigidbodygetrelativepointvelocitycalculator.html">
Rigidbody.GetRelativePointVelocity
</a></td>
<td>
The velocity relative to the rigidbody at the point relativePoint.
</td>
</tr>
<tr>
<td><a href="./rigidbodyinertiatensorcalculator.html">
Rigidbody.InertiaTensor
</a></td>
<td>
The diagonal inertia tensor of mass relative to the center of mass.
</td>
</tr>
<tr>
<td><a href="./rigidbodyinertiatensorrotationcalculator.html">
Rigidbody.InertiaTensorRotation
</a></td>
<td>
The rotation of the inertia tensor.
</td>
</tr>
<tr>
<td><a href="./rigidbodymasscalculator.html">
Rigidbody.Mass
</a></td>
<td>
The mass of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbodymaxangularvelocitycalculator.html">
Rigidbody.MaxAngularVelocity
</a></td>
<td>
The maximimum angular velocity of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbodypositioncalculator.html">
Rigidbody.Position
</a></td>
<td>
The position of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbodyrotationcalculator.html">
Rigidbody.Rotation
</a></td>
<td>
The rotation of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbodysolveriterationcountcalculator.html">
Rigidbody.SolverIterationCount
</a></td>
<td>
The iteration count of the solver.
</td>
</tr>
<tr>
<td><a href="./rigidbodyvelocitycalculator.html">
Rigidbody.Velocity
</a></td>
<td>
The velocity vector of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbodyworldcenterofmasscalculator.html">
Rigidbody.WorldCenterOfMass
</a></td>
<td>
The center of mass of the rigidbody in world space.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   rigidbodyangulardragcalculator
   rigidbodyangularvelocitycalculator
   rigidbodycenterofmasscalculator
   rigidbodyclosestpointonboundscalculator
   rigidbodydragcalculator
   rigidbodygetcalculator
   rigidbodygetpointvelocitycalculator
   rigidbodygetrelativepointvelocitycalculator
   rigidbodyinertiatensorcalculator
   rigidbodyinertiatensorrotationcalculator
   rigidbodymasscalculator
   rigidbodymaxangularvelocitycalculator
   rigidbodypositioncalculator
   rigidbodyrotationcalculator
   rigidbodysolveriterationcountcalculator
   rigidbodyvelocitycalculator
   rigidbodyworldcenterofmasscalculator
```


## Rigidbody2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./rigidbody2dangulardragcalculator.html">
Rigidbody2D.AngularDrag
</a></td>
<td>
The angular drag of the object.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dangularvelocitycalculator.html">
Rigidbody2D.AngularVelocity
</a></td>
<td>
The angular velocity of the Rigidbody2D measured in radians per second.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dcenterofmasscalculator.html">
Rigidbody2D.CenterOfMass
</a></td>
<td>
The center of mass relative to the transform's origin.
</td>
</tr>
<tr>
<td><a href="./rigidbody2ddragcalculator.html">
Rigidbody2D.Drag
</a></td>
<td>
The drag of the object.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetcalculator.html">
Rigidbody2D.Get
</a></td>
<td>
Gets the Rigidbody2D attached to GameObject.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetpointcalculator.html">
Rigidbody2D.GetPoint
</a></td>
<td>
Get a local space point given the point Point in rigidBody global space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetpointvelocitycalculator.html">
Rigidbody2D.GetPointVelocity
</a></td>
<td>
The velocity of the Rigidbody2D at the point Point in global space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetrelativepointcalculator.html">
Rigidbody2D.GetRelativePoint
</a></td>
<td>
Get a global space point given the point relativePoint in rigidBody local space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetrelativepointvelocitycalculator.html">
Rigidbody2D.GetRelativePointVelocity
</a></td>
<td>
Get a global space point given the point RelativePoint in rigidBody local space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetrelativevectorcalculator.html">
Rigidbody2D.GetRelativeVector
</a></td>
<td>
Get a global space vector given the vector RelativeVector in rigidBody local space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgetvectorcalculator.html">
Rigidbody2D.GetVector
</a></td>
<td>
Get a local space vector given the vector Vector in rigidBody global space.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dgravityscalecalculator.html">
Rigidbody2D.GravityScale
</a></td>
<td>
The degree to which this object is affected by gravity.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dinertiacalculator.html">
Rigidbody2D.Inertia
</a></td>
<td>
The rigidBody rotational inertia.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dmasscalculator.html">
Rigidbody2D.Mass
</a></td>
<td>
Mass of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dpositioncalculator.html">
Rigidbody2D.Position
</a></td>
<td>
The position of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbody2drotationcalculator.html">
Rigidbody2D.Rotation
</a></td>
<td>
The rotation of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dvelocitycalculator.html">
Rigidbody2D.Velocity
</a></td>
<td>
Linear velocity of the rigidbody.
</td>
</tr>
<tr>
<td><a href="./rigidbody2dworldcenterofmasscalculator.html">
Rigidbody2D.WorldCenterOfMass
</a></td>
<td>
Gets the center of mass of the rigidBody in global space.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   rigidbody2dangulardragcalculator
   rigidbody2dangularvelocitycalculator
   rigidbody2dcenterofmasscalculator
   rigidbody2ddragcalculator
   rigidbody2dgetcalculator
   rigidbody2dgetpointcalculator
   rigidbody2dgetpointvelocitycalculator
   rigidbody2dgetrelativepointcalculator
   rigidbody2dgetrelativepointvelocitycalculator
   rigidbody2dgetrelativevectorcalculator
   rigidbody2dgetvectorcalculator
   rigidbody2dgravityscalecalculator
   rigidbody2dinertiacalculator
   rigidbody2dmasscalculator
   rigidbody2dpositioncalculator
   rigidbody2drotationcalculator
   rigidbody2dvelocitycalculator
   rigidbody2dworldcenterofmasscalculator
```


## Transform
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./transformeuleranglescalculator.html">
Transform.EulerAngles
</a></td>
<td>
The rotation as Euler angles in degrees.
</td>
</tr>
<tr>
<td><a href="./transformforwardcalculator.html">
Transform.Forward
</a></td>
<td>
The blue axis of the transform in world space.
</td>
</tr>
<tr>
<td><a href="./transformgetcalculator.html">
Transform.Get
</a></td>
<td>
Gets the Transform attached to GameObject.
</td>
</tr>
<tr>
<td><a href="./transforminversetransformdirectioncalculator.html">
Transform.InverseTransformDirection
</a></td>
<td>
Transforms a direction from world space to local space.
</td>
</tr>
<tr>
<td><a href="./transforminversetransformpointcalculator.html">
Transform.InverseTransformPoint
</a></td>
<td>
Transforms Point from world space to local space.
</td>
</tr>
<tr>
<td><a href="./transforminversetransformvectorcalculator.html">
Transform.InverseTransformVector
</a></td>
<td>
Transforms a Vector from world space to local space.
</td>
</tr>
<tr>
<td><a href="./transformlocaleuleranglescalculator.html">
Transform.LocalEulerAngles
</a></td>
<td>
The rotation as Euler angles in degrees relative to the parent transform's rotation.
</td>
</tr>
<tr>
<td><a href="./transformlocalpositioncalculator.html">
Transform.LocalPosition
</a></td>
<td>
Position of the transform relative to the parent transform.
</td>
</tr>
<tr>
<td><a href="./transformlocalrotationcalculator.html">
Transform.LocalRotation
</a></td>
<td>
The rotation of the transform relative to the parent transform's rotation.
</td>
</tr>
<tr>
<td><a href="./transformlocalscalecalculator.html">
Transform.LocalScale
</a></td>
<td>
The scale of the transform relative to the parent.
</td>
</tr>
<tr>
<td><a href="./transformlossyscalecalculator.html">
Transform.LossyScale
</a></td>
<td>
The global scale of the object
</td>
</tr>
<tr>
<td><a href="./transformparentcalculator.html">
Transform.Parent
</a></td>
<td>
The parent of the transform.
</td>
</tr>
<tr>
<td><a href="./transformpositioncalculator.html">
Transform.Position
</a></td>
<td>
The position of the transform in world space.
</td>
</tr>
<tr>
<td><a href="./transformrightcalculator.html">
Transform.Right
</a></td>
<td>
The red axis of the transform in world space.
</td>
</tr>
<tr>
<td><a href="./transformrootcalculator.html">
Transform.Root
</a></td>
<td>
Gets the topmost transform in the hierarchy.
</td>
</tr>
<tr>
<td><a href="./transformrotationcalculator.html">
Transform.Rotation
</a></td>
<td>
The rotation of the transform in world space stored as a Quaternion.
</td>
</tr>
<tr>
<td><a href="./transformtransformdirectioncalculator.html">
Transform.TransformDirection
</a></td>
<td>
Transforms Direction from local space to world space.
</td>
</tr>
<tr>
<td><a href="./transformtransformpointcalculator.html">
Transform.TransformPoint
</a></td>
<td>
Transforms Point from local space to world space.
</td>
</tr>
<tr>
<td><a href="./transformtransformvectorcalculator.html">
Transform.TransformVector
</a></td>
<td>
Transforms Vector from local space to world space.
</td>
</tr>
<tr>
<td><a href="./transformupcalculator.html">
Transform.Up
</a></td>
<td>
The green axis of the transform in world space.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   transformeuleranglescalculator
   transformforwardcalculator
   transformgetcalculator
   transforminversetransformdirectioncalculator
   transforminversetransformpointcalculator
   transforminversetransformvectorcalculator
   transformlocaleuleranglescalculator
   transformlocalpositioncalculator
   transformlocalrotationcalculator
   transformlocalscalecalculator
   transformlossyscalecalculator
   transformparentcalculator
   transformpositioncalculator
   transformrightcalculator
   transformrootcalculator
   transformrotationcalculator
   transformtransformdirectioncalculator
   transformtransformpointcalculator
   transformtransformvectorcalculator
   transformupcalculator
```


## Vector2
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./vector2addcalculator.html">
Vector2.Add
</a></td>
<td>
Add Vector2.
</td>
</tr>
<tr>
<td><a href="./vector2anglecalculator.html">
Vector2.Angle
</a></td>
<td>
Calculates the angle in degrees between from and to.
</td>
</tr>
<tr>
<td><a href="./vector2clampmagnitudecalculator.html">
Vector2.ClampMagnitude
</a></td>
<td>
Calculates a vector with its magnitude clamped to MaxLength.
</td>
</tr>
<tr>
<td><a href="./vector2composecalculator.html">
Vector2.Compose
</a></td>
<td>
Compose Vector2.
</td>
</tr>
<tr>
<td><a href="./vector2decomposecalculator.html">
Vector2.Decompose
</a></td>
<td>
Decompose Vector2.
</td>
</tr>
<tr>
<td><a href="./vector2distancecalculator.html">
Vector2.Distance
</a></td>
<td>
Calculates the distance between A and B.
</td>
</tr>
<tr>
<td><a href="./vector2divcalculator.html">
Vector2.Div
</a></td>
<td>
Divide Vector 2 by float.
</td>
</tr>
<tr>
<td><a href="./vector2dotcalculator.html">
Vector2.Dot
</a></td>
<td>
Dot Product of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector2lerpcalculator.html">
Vector2.Lerp
</a></td>
<td>
Linear interpolation is performed between the vectors of From and To with the interpolation parameter T.
</td>
</tr>
<tr>
<td><a href="./vector2magnitudecalculator.html">
Vector2.Magnitude
</a></td>
<td>
The length of vector.
</td>
</tr>
<tr>
<td><a href="./vector2maxcalculator.html">
Vector2.Max
</a></td>
<td>
Create a vector that is made from the largest components of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector2mincalculator.html">
Vector2.Min
</a></td>
<td>
Create a vector that is made from the smallest components of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector2movetowardscalculator.html">
Vector2.MoveTowards
</a></td>
<td>
Calculating a vector that moves from the current position Current to Target.
</td>
</tr>
<tr>
<td><a href="./vector2mulcalculator.html">
Vector2.Mul
</a></td>
<td>
Multiply Vector 2 by float.
</td>
</tr>
<tr>
<td><a href="./vector2negativecalculator.html">
Vector2.Negative
</a></td>
<td>
To invert the sign of the Vector2.
</td>
</tr>
<tr>
<td><a href="./vector2normalizecalculator.html">
Vector2.Normalize
</a></td>
<td>
Vector 2 normalized vector
</td>
</tr>
<tr>
<td><a href="./vector2scalecalculator.html">
Vector2.Scale
</a></td>
<td>
Multiplies two vectors component-wise.
</td>
</tr>
<tr>
<td><a href="./vector2sqrmagnitudecalculator.html">
Vector2.SqrMagnitude
</a></td>
<td>
Calculate the length of the square of the vector.
</td>
</tr>
<tr>
<td><a href="./vector2subcalculator.html">
Vector2.Sub
</a></td>
<td>
Subtract Vector2.
</td>
</tr>
<tr>
<td><a href="./vector2tovector3calculator.html">
Vector2.ToVector3
</a></td>
<td>
Vector 2 is converted to Vector 3.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   vector2addcalculator
   vector2anglecalculator
   vector2clampmagnitudecalculator
   vector2composecalculator
   vector2decomposecalculator
   vector2distancecalculator
   vector2divcalculator
   vector2dotcalculator
   vector2lerpcalculator
   vector2magnitudecalculator
   vector2maxcalculator
   vector2mincalculator
   vector2movetowardscalculator
   vector2mulcalculator
   vector2negativecalculator
   vector2normalizecalculator
   vector2scalecalculator
   vector2sqrmagnitudecalculator
   vector2subcalculator
   vector2tovector3calculator
```


## Vector3
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./vector3addcalculator.html">
Vector3.Add
</a></td>
<td>
Add Vector3.
</td>
</tr>
<tr>
<td><a href="./vector3anglecalculator.html">
Vector3.Angle
</a></td>
<td>
Calculates the angle in degrees between from and to.
</td>
</tr>
<tr>
<td><a href="./vector3clampmagnitudecalculator.html">
Vector3.ClampMagnitude
</a></td>
<td>
Calculates a vector with its magnitude clamped to MaxLength.
</td>
</tr>
<tr>
<td><a href="./vector3composecalculator.html">
Vector3.Compose
</a></td>
<td>
Compose Vector3.
</td>
</tr>
<tr>
<td><a href="./vector3crosscalculator.html">
Vector3.Cross
</a></td>
<td>
Cross Product of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector3decomposecalculator.html">
Vector3.Decompose
</a></td>
<td>
Decompose Vector3.
</td>
</tr>
<tr>
<td><a href="./vector3distancecalculator.html">
Vector3.Distance
</a></td>
<td>
Calculates the distance between A and B.
</td>
</tr>
<tr>
<td><a href="./vector3divcalculator.html">
Vector3.Div
</a></td>
<td>
Divide Vector 2 by float.
</td>
</tr>
<tr>
<td><a href="./vector3dotcalculator.html">
Vector3.Dot
</a></td>
<td>
Dot Product of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector3lerpcalculator.html">
Vector3.Lerp
</a></td>
<td>
Linear interpolation is performed between the vectors of From and To with the interpolation parameter T.
</td>
</tr>
<tr>
<td><a href="./vector3magnitudecalculator.html">
Vector3.Magnitude
</a></td>
<td>
The length of vector.
</td>
</tr>
<tr>
<td><a href="./vector3maxcalculator.html">
Vector3.Max
</a></td>
<td>
Create a vector that is made from the largest components of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector3mincalculator.html">
Vector3.Min
</a></td>
<td>
Create a vector that is made from the smallest components of two vectors.
</td>
</tr>
<tr>
<td><a href="./vector3movetowardscalculator.html">
Vector3.MoveTowards
</a></td>
<td>
Calculating a vector that moves from the current position Current to Target.
</td>
</tr>
<tr>
<td><a href="./vector3mulcalculator.html">
Vector3.Mul
</a></td>
<td>
Multiply Vector3 by float.
</td>
</tr>
<tr>
<td><a href="./vector3negativecalculator.html">
Vector3.Negative
</a></td>
<td>
To invert the sign of the Vector3.
</td>
</tr>
<tr>
<td><a href="./vector3normalizecalculator.html">
Vector3.Normalize
</a></td>
<td>
Vector3 normalized vector
</td>
</tr>
<tr>
<td><a href="./vector3orthonormalizecalculator.html">
Vector3.OrthoNormalize
</a></td>
<td>
Calculate so that the vector is normalized and orthogonal to other vectors.
</td>
</tr>
<tr>
<td><a href="./vector3orthonormalize2calculator.html">
Vector3.OrthoNormalize2
</a></td>
<td>
Calculate so that the vector is normalized and orthogonal to other vectors.
</td>
</tr>
<tr>
<td><a href="./vector3projectcalculator.html">
Vector3.Project
</a></td>
<td>
Calculate so that the vector is normalized and orthogonal to other vectors.
</td>
</tr>
<tr>
<td><a href="./vector3projectonplanecalculator.html">
Vector3.ProjectOnPlane
</a></td>
<td>
Projects a vector onto a plane defined by a normal orthogonal to the plane.
</td>
</tr>
<tr>
<td><a href="./vector3reflectcalculator.html">
Vector3.Reflect
</a></td>
<td>
Reflects a vector off the plane defined by a normal.
</td>
</tr>
<tr>
<td><a href="./vector3rotatetowardscalculator.html">
Vector3.RotateTowards
</a></td>
<td>
Rotates a vector Current towards Target.
</td>
</tr>
<tr>
<td><a href="./vector3scalecalculator.html">
Vector3.Scale
</a></td>
<td>
Multiplies two vectors component-wise.
</td>
</tr>
<tr>
<td><a href="./vector3slerpcalculator.html">
Vector3.Slerp
</a></td>
<td>
Spherical linear interpolation is performed between the vectors of From and To with the interpolation parameter T.
</td>
</tr>
<tr>
<td><a href="./vector3sqrmagnitudecalculator.html">
Vector3.SqrMagnitude
</a></td>
<td>
Calculate the length of the square of the vector.
</td>
</tr>
<tr>
<td><a href="./vector3subcalculator.html">
Vector3.Sub
</a></td>
<td>
Subtract Vector3.
</td>
</tr>
<tr>
<td><a href="./vector3tovector2calculator.html">
Vector3.ToVector2
</a></td>
<td>
Vector3 is converted to Vector2.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   vector3addcalculator
   vector3anglecalculator
   vector3clampmagnitudecalculator
   vector3composecalculator
   vector3crosscalculator
   vector3decomposecalculator
   vector3distancecalculator
   vector3divcalculator
   vector3dotcalculator
   vector3lerpcalculator
   vector3magnitudecalculator
   vector3maxcalculator
   vector3mincalculator
   vector3movetowardscalculator
   vector3mulcalculator
   vector3negativecalculator
   vector3normalizecalculator
   vector3orthonormalizecalculator
   vector3orthonormalize2calculator
   vector3projectcalculator
   vector3projectonplanecalculator
   vector3reflectcalculator
   vector3rotatetowardscalculator
   vector3scalecalculator
   vector3slerpcalculator
   vector3sqrmagnitudecalculator
   vector3subcalculator
   vector3tovector2calculator
```


