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@@ -8,241 +8,251 @@ for ( let i = 0; i < 256; i ++ ) {
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let _seed = 1234567;
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-const MathUtils = {
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- DEG2RAD: Math.PI / 180,
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- RAD2DEG: 180 / Math.PI,
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+const DEG2RAD = Math.PI / 180;
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+const RAD2DEG = 180 / Math.PI;
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- generateUUID: function () {
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+// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
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+function generateUUID() {
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- // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
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-
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- const d0 = Math.random() * 0xffffffff | 0;
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- const d1 = Math.random() * 0xffffffff | 0;
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- const d2 = Math.random() * 0xffffffff | 0;
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- const d3 = Math.random() * 0xffffffff | 0;
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- const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
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+ const d0 = Math.random() * 0xffffffff | 0;
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+ const d1 = Math.random() * 0xffffffff | 0;
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+ const d2 = Math.random() * 0xffffffff | 0;
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+ const d3 = Math.random() * 0xffffffff | 0;
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+ const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
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_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
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_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
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_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
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- // .toUpperCase() here flattens concatenated strings to save heap memory space.
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- return uuid.toUpperCase();
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-
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- },
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-
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- clamp: function ( value, min, max ) {
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+ // .toUpperCase() here flattens concatenated strings to save heap memory space.
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+ return uuid.toUpperCase();
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- return Math.max( min, Math.min( max, value ) );
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-
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- },
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+}
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- // compute euclidian modulo of m % n
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- // https://en.wikipedia.org/wiki/Modulo_operation
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+function clamp( value, min, max ) {
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- euclideanModulo: function ( n, m ) {
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+ return Math.max( min, Math.min( max, value ) );
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- return ( ( n % m ) + m ) % m;
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+}
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- },
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+// compute euclidian modulo of m % n
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+// https://en.wikipedia.org/wiki/Modulo_operation
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+function euclideanModulo( n, m ) {
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- // Linear mapping from range <a1, a2> to range <b1, b2>
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+ return ( ( n % m ) + m ) % m;
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- mapLinear: function ( x, a1, a2, b1, b2 ) {
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+}
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- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
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+// Linear mapping from range <a1, a2> to range <b1, b2>
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+function mapLinear( x, a1, a2, b1, b2 ) {
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- },
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+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
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- // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
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+}
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- inverseLerp: function ( x, y, value ) {
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+// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
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+function inverseLerp( x, y, value ) {
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- if ( x !== y ) {
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+ if ( x !== y ) {
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- return ( value - x ) / ( y - x );
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+ return ( value - x ) / ( y - x );
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} else {
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- return 0;
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+ return 0;
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}
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- },
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-
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- // https://en.wikipedia.org/wiki/Linear_interpolation
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-
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- lerp: function ( x, y, t ) {
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-
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- return ( 1 - t ) * x + t * y;
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-
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- },
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-
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- // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
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+}
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- damp: function ( x, y, lambda, dt ) {
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+// https://en.wikipedia.org/wiki/Linear_interpolation
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+function lerp( x, y, t ) {
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- return MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );
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+ return ( 1 - t ) * x + t * y;
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- },
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+}
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- // https://www.desmos.com/calculator/vcsjnyz7x4
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+// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
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+function damp( x, y, lambda, dt ) {
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- pingpong: function ( x, length = 1 ) {
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+ return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
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- return length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );
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+}
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- },
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+// https://www.desmos.com/calculator/vcsjnyz7x4
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+function pingpong( x, length = 1 ) {
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- // http://en.wikipedia.org/wiki/Smoothstep
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+ return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
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- smoothstep: function ( x, min, max ) {
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+}
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- if ( x <= min ) return 0;
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- if ( x >= max ) return 1;
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+// http://en.wikipedia.org/wiki/Smoothstep
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+function smoothstep( x, min, max ) {
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- x = ( x - min ) / ( max - min );
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+ if ( x <= min ) return 0;
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+ if ( x >= max ) return 1;
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- return x * x * ( 3 - 2 * x );
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+ x = ( x - min ) / ( max - min );
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- },
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+ return x * x * ( 3 - 2 * x );
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- smootherstep: function ( x, min, max ) {
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+}
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- if ( x <= min ) return 0;
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- if ( x >= max ) return 1;
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+function smootherstep( x, min, max ) {
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- x = ( x - min ) / ( max - min );
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+ if ( x <= min ) return 0;
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+ if ( x >= max ) return 1;
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- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
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+ x = ( x - min ) / ( max - min );
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- },
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+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
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- // Random integer from <low, high> interval
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+}
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- randInt: function ( low, high ) {
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+// Random integer from <low, high> interval
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+function randInt( low, high ) {
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- return low + Math.floor( Math.random() * ( high - low + 1 ) );
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+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
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- },
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+}
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- // Random float from <low, high> interval
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+// Random float from <low, high> interval
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+function randFloat( low, high ) {
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- randFloat: function ( low, high ) {
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+ return low + Math.random() * ( high - low );
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- return low + Math.random() * ( high - low );
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+}
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- },
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+// Random float from <-range/2, range/2> interval
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+function randFloatSpread( range ) {
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- // Random float from <-range/2, range/2> interval
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+ return range * ( 0.5 - Math.random() );
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- randFloatSpread: function ( range ) {
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+}
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- return range * ( 0.5 - Math.random() );
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+// Deterministic pseudo-random float in the interval [ 0, 1 ]
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+function seededRandom( s ) {
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- },
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+ if ( s !== undefined ) _seed = s % 2147483647;
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- // Deterministic pseudo-random float in the interval [ 0, 1 ]
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+ // Park-Miller algorithm
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- seededRandom: function ( s ) {
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+ _seed = _seed * 16807 % 2147483647;
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- if ( s !== undefined ) _seed = s % 2147483647;
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+ return ( _seed - 1 ) / 2147483646;
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- // Park-Miller algorithm
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+}
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- _seed = _seed * 16807 % 2147483647;
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+function degToRad( degrees ) {
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- return ( _seed - 1 ) / 2147483646;
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+ return degrees * DEG2RAD;
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- },
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+}
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- degToRad: function ( degrees ) {
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+function radToDeg( radians ) {
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- return degrees * MathUtils.DEG2RAD;
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+ return radians * RAD2DEG;
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- },
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+}
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- radToDeg: function ( radians ) {
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+function isPowerOfTwo( value ) {
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- return radians * MathUtils.RAD2DEG;
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+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
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- },
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+}
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- isPowerOfTwo: function ( value ) {
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+function ceilPowerOfTwo( value ) {
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- return ( value & ( value - 1 ) ) === 0 && value !== 0;
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+ return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
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- },
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+}
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- ceilPowerOfTwo: function ( value ) {
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+function floorPowerOfTwo( value ) {
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- return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
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+ return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
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- },
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+}
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- floorPowerOfTwo: function ( value ) {
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+function setQuaternionFromProperEuler( q, a, b, c, order ) {
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- return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
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+ // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
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- },
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+ // rotations are applied to the axes in the order specified by 'order'
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+ // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
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+ // angles are in radians
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- setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
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+ const cos = Math.cos;
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+ const sin = Math.sin;
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- // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
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+ const c2 = cos( b / 2 );
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+ const s2 = sin( b / 2 );
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- // rotations are applied to the axes in the order specified by 'order'
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- // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
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- // angles are in radians
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+ const c13 = cos( ( a + c ) / 2 );
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+ const s13 = sin( ( a + c ) / 2 );
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- const cos = Math.cos;
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- const sin = Math.sin;
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+ const c1_3 = cos( ( a - c ) / 2 );
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+ const s1_3 = sin( ( a - c ) / 2 );
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- const c2 = cos( b / 2 );
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- const s2 = sin( b / 2 );
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+ const c3_1 = cos( ( c - a ) / 2 );
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+ const s3_1 = sin( ( c - a ) / 2 );
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- const c13 = cos( ( a + c ) / 2 );
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- const s13 = sin( ( a + c ) / 2 );
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+ switch ( order ) {
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- const c1_3 = cos( ( a - c ) / 2 );
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- const s1_3 = sin( ( a - c ) / 2 );
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+ case 'XYX':
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+ q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
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+ break;
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- const c3_1 = cos( ( c - a ) / 2 );
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- const s3_1 = sin( ( c - a ) / 2 );
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+ case 'YZY':
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+ q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
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+ break;
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- switch ( order ) {
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+ case 'ZXZ':
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+ q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
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+ break;
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- case 'XYX':
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- q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
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- break;
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+ case 'XZX':
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+ q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
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+ break;
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- case 'YZY':
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- q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
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- break;
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+ case 'YXY':
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+ q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
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+ break;
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- case 'ZXZ':
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- q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
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- break;
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+ case 'ZYZ':
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+ q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
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+ break;
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- case 'XZX':
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- q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
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- break;
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+ default:
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+ console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
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- case 'YXY':
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- q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
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- break;
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+ }
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- case 'ZYZ':
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- q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
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- break;
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+}
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- default:
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- console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
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- }
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- }
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+export {
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+ DEG2RAD,
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+ RAD2DEG,
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+ generateUUID,
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+ clamp,
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+ euclideanModulo,
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+ mapLinear,
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+ inverseLerp,
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+ lerp,
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+ damp,
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+ pingpong,
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+ smoothstep,
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+ smootherstep,
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+ randInt,
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+ randFloat,
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+ randFloatSpread,
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+ seededRandom,
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+ degToRad,
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+ radToDeg,
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+ isPowerOfTwo,
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+ ceilPowerOfTwo,
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+ floorPowerOfTwo,
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+ setQuaternionFromProperEuler,
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};
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-
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-
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-export { MathUtils };
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