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@@ -26,45 +26,63 @@
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Clamps the *value* to be between *min* and *max*.
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</div>
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- <h3>[method:Float mapLinear]( [page:Float x], [page:Float a1], [page:Float a2], [page:Float b1], [page:Float b2] )</h3>
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+ <h3>[method:Float degToRad]( [page:Float degrees] )</h3>
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<div>
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- x — Value to be mapped.<br />
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- a1 — Minimum value for range A.<br />
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- a2 — Maximum value for range A.<br />
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- b1 — Minimum value for range B.<br />
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- b2 — Maximum value for range B.
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+ degrees -- [page:Float]
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</div>
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<div>
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- Linear mapping of *x* from range [*a1*, *a2*] to range [*b1*, *b2*].
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+ Converts degrees to radians.
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</div>
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- <h3>[method:Float random16]()</h3>
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+ <h3>[method:Integer euclideanModulo]( [page:Integer n], [page:Integer m] )</h3>
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<div>
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- Random float from 0 to 1 with 16 bits of randomness.<br />
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- Standard Math.random() creates repetitive patterns when applied over larger space.
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+ n, m --Integers
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+ </div>
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+ <div>
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+ Compute the Euclidian modulo of m % n, that is:
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+ <code>( ( n % m ) + m ) % m</code>
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</div>
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- <h3>[method:Integer randInt]( [page:Integer low], [page:Integer high] )</h3>
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+ <h3>[method:UUID generateUUID]( )</h3>
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<div>
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- Random integer from *low* to *high* interval.
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+ Generate a [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID] (universally unique identifier).
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</div>
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- <h3>[method:Float randFloat]( [page:Float low], [page:Float high] )</h3>
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+ <h3>[method:Boolean isPowerOfTwo]( n )</h3>
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<div>
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- Random float from *low* to *high* interval.
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+ Return *true* if n is a power of 2.
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</div>
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- <h3>[method:Float randFloatSpread]( [page:Float range] )</h3>
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+ <h3>[method:Float lerp]( [page:Float x], [page:Float y], [page:Float t] )</h3>
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<div>
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- Random float from *- range / 2* to *range / 2* interval.
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+ x -- Start point. <br />
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+ y -- End point. <br />
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+ t -- Closed unit interval from [0,1].
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+ </div>
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+ <div>
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+ Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated] from two known points based on the given interval.
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</div>
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- <h3>[method:Float degToRad]( [page:Float degrees] )</h3>
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+ <h3>[method:Float mapLinear]( [page:Float x], [page:Float a1], [page:Float a2], [page:Float b1], [page:Float b2] )</h3>
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<div>
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- degrees -- [page:Float]
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+ x — Value to be mapped.<br />
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+ a1 — Minimum value for range A.<br />
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+ a2 — Maximum value for range A.<br />
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+ b1 — Minimum value for range B.<br />
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+ b2 — Maximum value for range B.
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</div>
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<div>
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- Converts degrees to radians.
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+ Linear mapping of *x* from range [*a1*, *a2*] to range [*b1*, *b2*].
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+ </div>
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+
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+ <h3>[method:Integer nearestPowerOfTwo]( n )</h3>
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+ <div>
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+ Return the nearest power of 2 to a given number n.
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+ </div>
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+
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+ <h3>[method:Integer nextPowerOfTwo]( n )</h3>
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+ <div>
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+ Return the nearest power of 2 that is bigger than n.
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</div>
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<h3>[method:Float radToDeg]( [page:Float radians] )</h3>
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@@ -75,16 +93,25 @@
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Converts radians to degrees
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</div>
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- <h3>[method:Float lerp]( [page:Float x], [page:Float y], [page:Float t] )</h3>
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+ <h3>[method:Float randFloat]( [page:Float low], [page:Float high] )</h3>
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<div>
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- x -- Start point. <br />
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- y -- End point. <br />
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- t -- Closed unit interval from [0,1].
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+ Random float from *low* to *high* interval.
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</div>
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+
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+ <h3>[method:Float randFloatSpread]( [page:Float range] )</h3>
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<div>
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- Returns a value interpolated from two known points based on the interval.<br/><br/>
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+ Random float from *- range / 2* to *range / 2* interval.
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+ </div>
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- [link:https://en.wikipedia.org/wiki/Linear_interpolation Wikipedia]
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+ <h3>[method:Integer randInt]( [page:Integer low], [page:Integer high] )</h3>
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+ <div>
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+ Random integer from *low* to *high* interval.
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+ </div>
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+
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+ <h3>[method:Float random16]()</h3>
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+ <div>
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+ Random float from 0 to 1 with 16 bits of randomness.<br />
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+ Standard Math.random() creates repetitive patterns when applied over larger space.
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</div>
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<h3>[method:Float smoothstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
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@@ -94,7 +121,8 @@
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max -- Any x value above max will be 1
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</div>
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<div>
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- Returns a value between 0-1 that represents the percentage that x has moved between min and max, but smoothed or slowed down the closer X is to the min and max.<br/><br/>
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+ Returns a value between 0-1 that represents the percentage that x has moved between min and max,
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+ but smoothed or slowed down the closer X is to the min and max.<br/><br/>
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[link:http://en.wikipedia.org/wiki/Smoothstep Wikipedia]
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</div>
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