/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.Math = {
// Clamp value to range
clamp: function ( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
// Clamp value to range to range
mapLinear: function ( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
// Random float from <0, 1> with 16 bits of randomness
// (standard Math.random() creates repetitive patterns when applied over larger space)
random16: function () {
return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
},
// Random integer from interval
randInt: function ( low, high ) {
return low + Math.floor( Math.random() * ( high - low + 1 ) );
},
// Random float from interval
randFloat: function ( low, high ) {
return low + Math.random() * ( high - low );
},
// Random float from <-range/2, range/2> interval
randFloatSpread: function ( range ) {
return range * ( 0.5 - Math.random() );
},
sign: function ( x ) {
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
},
degToRad: function ( degrees ) {
return degrees * THREE.Math.__d2r;
},
radToDeg: function ( radians ) {
return radians * THREE.Math.__r2d;
}
};
THREE.Math.__d2r = Math.PI / 180;
THREE.Math.__r2d = 180 / Math.PI;