arcade-physics
Version:
Use Arcade Physics without Phaser.
45 lines • 1.14 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
Object.defineProperty(exports, "__esModule", { value: true });
/**
* @ignore
*/
function P0(t, p) {
const k = 1 - t;
return k * k * p;
}
/**
* @ignore
*/
function P1(t, p) {
return 2 * (1 - t) * t * p;
}
/**
* @ignore
*/
function P2(t, p) {
return t * t * p;
}
// https://github.com/mrdoob/three.js/blob/master/src/extras/core/Interpolations.js
/**
* A quadratic bezier interpolation method.
*
* @function Phaser.Math.Interpolation.QuadraticBezier
* @since 3.2.0
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} p0 - The start point.
* @param {number} p1 - The control point.
* @param {number} p2 - The end point.
*
* @return {number} The interpolated value.
*/
const QuadraticBezierInterpolation = (t, p0, p1, p2) => {
return P0(t, p0) + P1(t, p1) + P2(t, p2);
};
exports.default = QuadraticBezierInterpolation;
//# sourceMappingURL=QuadraticBezierInterpolation.js.map