MathUtils
An object with several math utility functions.
Functions
clamp
function clamp( value: Float, min: Float, max: Float ): Float;
value — Value to be clamped.
min — Minimum value.
max — Maximum value.
Clamps the value to be between min and max.
degToRad
function degToRad( degrees: Float ): Float;
Converts degrees to radians.
euclideanModulo
function euclideanModulo( n: Integer, m: Integer ): Integer;
Computes the Euclidean modulo of m % n, that is:
( ( n % m ) + m ) % m
generateUUID
function generateUUID( ): UUID;
Generate a UUID (universally unique identifier).
isPowerOfTwo
function isPowerOfTwo( n: Number ): Boolean;
Return true if n is a power of 2.
inverseLerp
function inverseLerp( x: Float, y: Float, value: Float ): Float;
x - Start point.
y - End point.
value - A value between start and end.
Returns the percentage in the closed interval [0, 1] of the given value
between the start and end point.
lerp
function lerp( x: Float, y: Float, t: Float ): Float;
x - Start point.
y - End point.
t - interpolation factor in the closed interval [0, 1].
Returns a value linearly interpolated from two known points based on the given interval - t = 0 will return x and t = 1 will return y.
damp
function damp( x: Float, y: Float, lambda: Float, dt: Float ): Float;
x - Current point.
y - Target point.
lambda - A higher lambda value will make the movement more sudden, and a
lower value will make the movement more gradual.
dt - Delta time in seconds.
Smoothly interpolate a number from x toward y in a spring-like manner using the dt to maintain frame rate independent movement. For details, see Frame rate independent damping using lerp.
mapLinear
function mapLinear( x: Float, a1: Float, a2: Float, b1: Float, b2: Float ):
Float;
x — Value to be mapped.
a1 — Minimum value for range A.
a2 — Maximum value for range A.
b1 — Minimum value for range B.
b2 — Maximum value for range B.
Linear mapping of x from range [a1, a2] to range [b1, b2].
pingpong
function pingpong( x: Float, length: Float ): Float;
x — The value to pingpong.
length — The positive value the function will pingpong to. Default is
1.
Returns a value that alternates between 0 and [param:Float length].
ceilPowerOfTwo
function ceilPowerOfTwo( n: Number ): Integer;
Returns the smallest power of 2 that is greater than or equal to n.
floorPowerOfTwo
function floorPowerOfTwo( n: Number ): Integer;
Returns the largest power of 2 that is less than or equal to n.
radToDeg
function radToDeg( radians: Float ): Float;
Converts radians to degrees.
randFloat
function randFloat( low: Float, high: Float ): Float;
Random float in the interval [low, high].
randFloatSpread
function randFloatSpread( range: Float ): Float;
Random float in the interval [- range / 2, range / 2].
randInt
function randInt( low: Integer, high: Integer ): Integer;
Random integer in the interval [low, high].
seededRandom
function seededRandom( seed: Integer ): Float;
Deterministic pseudo-random float in the interval [0, 1]. The integer
seed is optional.
smoothstep
function smoothstep( x: Float, min: Float, max: Float ): Float;
x - The value to evaluate based on its position between min and max.
min - Any x value below min will be 0.
max - Any x value above max will be 1.
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.
See Smoothstep for details.
smootherstep
function smootherstep( x: Float, min: Float, max: Float ): Float;
x - The value to evaluate based on its position between min and max.
min - Any x value below min will be 0.
max - Any x value above max will be 1.
Returns a value between 0-1. A variation on smoothstep that has zero 1st and 2nd order derivatives at x=0 and x=1.
setQuaternionFromProperEuler
function setQuaternionFromProperEuler( q: Quaternion, a: Float, b: Float, c:
Float, order: String ): undefined;
q - the quaternion to be set
a - the rotation applied to the first axis, in radians
b - the rotation applied to the second axis, in radians
c - the rotation applied to the third axis, in radians
order - a string specifying the axes order: 'XYX', 'XZX', 'YXY', 'YZY',
'ZXZ', or 'ZYZ'
Sets quaternion q from the intrinsic Proper Euler
Angles defined by angles a, b, and c, and order order.
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.