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