playcanvas
Version:
PlayCanvas WebGL game engine
165 lines (164 loc) • 7.52 kB
TypeScript
export namespace math {
let DEG_TO_RAD: number;
let RAD_TO_DEG: number;
/**
* Clamp a number between min and max inclusive.
*
* @param {number} value - Number to clamp.
* @param {number} min - Min value.
* @param {number} max - Max value.
* @returns {number} The clamped value.
*/
function clamp(value: number, min: number, max: number): number;
/**
* Convert an 24 bit integer into an array of 3 bytes.
*
* @param {number} i - Number holding an integer value.
* @returns {number[]} An array of 3 bytes.
* @example
* // Set bytes to [0x11, 0x22, 0x33]
* const bytes = pc.math.intToBytes24(0x112233);
*/
function intToBytes24(i: number): number[];
/**
* Convert an 32 bit integer into an array of 4 bytes.
*
* @param {number} i - Number holding an integer value.
* @returns {number[]} An array of 4 bytes.
* @example
* // Set bytes to [0x11, 0x22, 0x33, 0x44]
* const bytes = pc.math.intToBytes32(0x11223344);
*/
function intToBytes32(i: number): number[];
/**
* Convert 3 8 bit Numbers into a single unsigned 24 bit Number.
*
* @param {number} r - A single byte (0-255).
* @param {number} g - A single byte (0-255).
* @param {number} b - A single byte (0-255).
* @returns {number} A single unsigned 24 bit Number.
* @example
* // Set result1 to 0x112233 from an array of 3 values
* const result1 = pc.math.bytesToInt24([0x11, 0x22, 0x33]);
*
* // Set result2 to 0x112233 from 3 discrete values
* const result2 = pc.math.bytesToInt24(0x11, 0x22, 0x33);
*/
function bytesToInt24(r: number, g: number, b: number): number;
/**
* Convert 4 1-byte Numbers into a single unsigned 32bit Number.
*
* @param {number} r - A single byte (0-255).
* @param {number} g - A single byte (0-255).
* @param {number} b - A single byte (0-255).
* @param {number} a - A single byte (0-255).
* @returns {number} A single unsigned 32bit Number.
* @example
* // Set result1 to 0x11223344 from an array of 4 values
* const result1 = pc.math.bytesToInt32([0x11, 0x22, 0x33, 0x44]);
*
* // Set result2 to 0x11223344 from 4 discrete values
* const result2 = pc.math.bytesToInt32(0x11, 0x22, 0x33, 0x44);
*/
function bytesToInt32(r: number, g: number, b: number, a: number): number;
/**
* Calculates the linear interpolation of two numbers.
*
* @param {number} a - Number to linearly interpolate from.
* @param {number} b - Number to linearly interpolate to.
* @param {number} alpha - The value controlling the result of interpolation. When alpha is 0,
* a is returned. When alpha is 1, b is returned. Between 0 and 1, a linear interpolation
* between a and b is returned. alpha is clamped between 0 and 1.
* @returns {number} The linear interpolation of two numbers.
*/
function lerp(a: number, b: number, alpha: number): number;
/**
* Calculates the linear interpolation of two angles ensuring that interpolation is correctly
* performed across the 360 to 0 degree boundary. Angles are supplied in degrees.
*
* @param {number} a - Angle (in degrees) to linearly interpolate from.
* @param {number} b - Angle (in degrees) to linearly interpolate to.
* @param {number} alpha - The value controlling the result of interpolation. When alpha is 0,
* a is returned. When alpha is 1, b is returned. Between 0 and 1, a linear interpolation
* between a and b is returned. alpha is clamped between 0 and 1.
* @returns {number} The linear interpolation of two angles.
*/
function lerpAngle(a: number, b: number, alpha: number): number;
/**
* Returns true if argument is a power-of-two and false otherwise.
*
* @param {number} x - Number to check for power-of-two property.
* @returns {boolean} true if power-of-two and false otherwise.
*/
function powerOfTwo(x: number): boolean;
/**
* Returns the next power of 2 for the specified value.
*
* @param {number} val - The value for which to calculate the next power of 2.
* @returns {number} The next power of 2.
*/
function nextPowerOfTwo(val: number): number;
/**
* Returns the nearest (smaller or larger) power of 2 for the specified value.
*
* @param {number} val - The value for which to calculate the nearest power of 2.
* @returns {number} The nearest power of 2.
*/
function nearestPowerOfTwo(val: number): number;
/**
* Return a pseudo-random number between min and max. The number generated is in the range
* [min, max), that is inclusive of the minimum but exclusive of the maximum.
*
* @param {number} min - Lower bound for range.
* @param {number} max - Upper bound for range.
* @returns {number} Pseudo-random number between the supplied range.
*/
function random(min: number, max: number): number;
/**
* The function interpolates smoothly between two input values based on a third one that should
* be between the first two. The returned value is clamped between 0 and 1.
*
* The slope (i.e. derivative) of the smoothstep function starts at 0 and ends at 0. This makes
* it easy to create a sequence of transitions using smoothstep to interpolate each segment
* rather than using a more sophisticated or expensive interpolation technique.
*
* See https://en.wikipedia.org/wiki/Smoothstep for more details.
*
* @param {number} min - The lower bound of the interpolation range.
* @param {number} max - The upper bound of the interpolation range.
* @param {number} x - The value to interpolate.
* @returns {number} The smoothly interpolated value clamped between zero and one.
*/
function smoothstep(min: number, max: number, x: number): number;
/**
* An improved version of the {@link math.smoothstep} function which has zero 1st and 2nd order
* derivatives at t=0 and t=1.
*
* See https://en.wikipedia.org/wiki/Smoothstep#Variations for more details.
*
* @param {number} min - The lower bound of the interpolation range.
* @param {number} max - The upper bound of the interpolation range.
* @param {number} x - The value to interpolate.
* @returns {number} The smoothly interpolated value clamped between zero and one.
*/
function smootherstep(min: number, max: number, x: number): number;
/**
* Rounds a number up to nearest multiple.
*
* @param {number} numToRound - The number to round up.
* @param {number} multiple - The multiple to round up to.
* @returns {number} A number rounded up to nearest multiple.
*/
function roundUp(numToRound: number, multiple: number): number;
/**
* Checks whether a given number resides between two other given numbers.
*
* @param {number} num - The number to check the position of.
* @param {number} a - The first upper or lower threshold to check between.
* @param {number} b - The second upper or lower threshold to check between.
* @param {boolean} inclusive - If true, a num param which is equal to a or b will return true.
* @returns {boolean} true if between or false otherwise.
* @ignore
*/
function between(num: number, a: number, b: number, inclusive: boolean): boolean;
}