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- const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
- let _seed = 1234567;
- const DEG2RAD = Math.PI / 180;
- const RAD2DEG = 180 / Math.PI;
- // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
- function generateUUID() {
- 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 ];
- // .toLowerCase() here flattens concatenated strings to save heap memory space.
- return uuid.toLowerCase();
- }
- function clamp( value, min, max ) {
- return Math.max( min, Math.min( max, value ) );
- }
- // compute euclidean 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;
- // Mulberry32 generator
- let t = _seed += 0x6D2B79F5;
- t = Math.imul( t ^ t >>> 15, t | 1 );
- t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
- return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
- }
- 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 );
- }
- }
- function denormalize( value, array ) {
- switch ( array.constructor ) {
- case Float32Array:
- return value;
- case Uint32Array:
- return value / 4294967295.0;
- case Uint16Array:
- return value / 65535.0;
- case Uint8Array:
- return value / 255.0;
- case Int32Array:
- return Math.max( value / 2147483647.0, - 1.0 );
- case Int16Array:
- return Math.max( value / 32767.0, - 1.0 );
- case Int8Array:
- return Math.max( value / 127.0, - 1.0 );
- default:
- throw new Error( 'Invalid component type.' );
- }
- }
- function normalize( value, array ) {
- switch ( array.constructor ) {
- case Float32Array:
- return value;
- case Uint32Array:
- return Math.round( value * 4294967295.0 );
- case Uint16Array:
- return Math.round( value * 65535.0 );
- case Uint8Array:
- return Math.round( value * 255.0 );
- case Int32Array:
- return Math.round( value * 2147483647.0 );
- case Int16Array:
- return Math.round( value * 32767.0 );
- case Int8Array:
- return Math.round( value * 127.0 );
- default:
- throw new Error( 'Invalid component type.' );
- }
- }
- const MathUtils = {
- DEG2RAD: DEG2RAD,
- RAD2DEG: RAD2DEG,
- generateUUID: generateUUID,
- clamp: clamp,
- euclideanModulo: euclideanModulo,
- mapLinear: mapLinear,
- inverseLerp: inverseLerp,
- lerp: lerp,
- damp: damp,
- pingpong: pingpong,
- smoothstep: smoothstep,
- smootherstep: smootherstep,
- randInt: randInt,
- randFloat: randFloat,
- randFloatSpread: randFloatSpread,
- seededRandom: seededRandom,
- degToRad: degToRad,
- radToDeg: radToDeg,
- isPowerOfTwo: isPowerOfTwo,
- ceilPowerOfTwo: ceilPowerOfTwo,
- floorPowerOfTwo: floorPowerOfTwo,
- setQuaternionFromProperEuler: setQuaternionFromProperEuler,
- normalize: normalize,
- denormalize: denormalize
- };
- export {
- DEG2RAD,
- RAD2DEG,
- generateUUID,
- clamp,
- euclideanModulo,
- mapLinear,
- inverseLerp,
- lerp,
- damp,
- pingpong,
- smoothstep,
- smootherstep,
- randInt,
- randFloat,
- randFloatSpread,
- seededRandom,
- degToRad,
- radToDeg,
- isPowerOfTwo,
- ceilPowerOfTwo,
- floorPowerOfTwo,
- setQuaternionFromProperEuler,
- normalize,
- denormalize,
- MathUtils
- };
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