Castle Game Engine: CastleUtils: Class TSingleList

# Class TSingleList
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleUtils ## Declaration `type TSingleList = class(specialize TFPGList<Single>)` ## Description ## Hierarchy TFPGList TSingleList ## Overview ### Methods
| `procedure AppendFloats(Floats: TFloatList);`
| `function ToDouble: TDoubleList;`
| `procedure Assign(Source: TDoubleList); overload;`
| `procedure AssignLerp(const Fraction: Single; V1, V2: TSingleList; Index1, Index2, ACount: Integer);`
| `procedure AddList(Source: TSingleList);`
| `procedure AddListRange(Source: TSingleList; Index, AddCount: Integer);`
| `procedure AddArray(const A: array of Single);`
| `function L: PSingle;`
## Description ### Methods
| `procedure AppendFloats(Floats: TFloatList);`
| `function ToDouble: TDoubleList;`
| `procedure Assign(Source: TDoubleList); overload;`
Assign value from TDoubleList, converting to double-precision.
| `procedure AssignLerp(const Fraction: Single; V1, V2: TSingleList; Index1, Index2, ACount: Integer);`
Assign linear interpolation between two other float arrays. We take ACount items, from V1[Index1 ... Index1 + ACount - 1] and V2[Index2 ... Index2 + ACount - 1], and interpolate between them like normal Lerp functions. It's Ok for both V1 and V2 to be the same objects. But their ranges should not overlap, for future optimizations (although it's Ok for current implementation).
| `procedure AddList(Source: TSingleList);`
| `procedure AddListRange(Source: TSingleList; Index, AddCount: Integer);`
| `procedure AddArray(const A: array of Single);`
| `function L: PSingle;`
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