polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
99 lines (98 loc) • 3.33 kB
JavaScript
import {Vector3 as Vector32} from "three/src/math/Vector3";
import {Easing as Easing2} from "./Easing";
import {CoreType} from "../Type";
const RAD_DEG_RATIO = Math.PI / 180;
const RAND_A = 12.9898;
const RAND_B = 78.233;
const RAND_C = 43758.5453;
export class CoreMath {
static clamp(val, min, max) {
if (val < min) {
return min;
} else if (val > max) {
return max;
} else {
return val;
}
}
static fit01(val, dest_min, dest_max) {
return this.fit(val, 0, 1, dest_min, dest_max);
}
static fit(val, src_min, src_max, dest_min, dest_max) {
const src_range = src_max - src_min;
const dest_range = dest_max - dest_min;
const r = (val - src_min) / src_range;
return r * dest_range + dest_min;
}
static blend(num0, num1, blend) {
return (1 - blend) * num0 + blend * num1;
}
static degrees_to_radians(degrees) {
return degrees * RAD_DEG_RATIO;
}
static radians_to_degrees(radians) {
return radians / RAD_DEG_RATIO;
}
static deg2rad(deg) {
return this.degrees_to_radians(deg);
}
static rad2deg(rad) {
return this.radians_to_degrees(rad);
}
static rand(number) {
if (CoreType.isNumber(number)) {
return this.rand_float(number);
} else {
return this.rand_vec2(number);
}
}
static round(number, step_size) {
const steps_count = number / step_size;
const rounded_steps_count = number < 0 ? Math.ceil(steps_count) : Math.floor(steps_count);
return rounded_steps_count * step_size;
}
static highest_even(number) {
return 2 * Math.ceil(number * 0.5);
}
static rand_float(x, y = 136574) {
this._vec.x = x;
this._vec.y = y;
return this.rand_vec2(this._vec);
}
static rand_vec2(uv) {
const dt = uv.x * RAND_A + uv.y * RAND_B;
const sn = dt % Math.PI;
return this.fract(Math.sin(sn) * RAND_C);
}
static geodesic_distance(lnglat1, lnglat2) {
var R = 6371e3;
var d1 = this.deg2rad(lnglat1.lat);
var d2 = this.deg2rad(lnglat2.lat);
var ad1 = this.deg2rad(lnglat2.lat - lnglat1.lat);
var ad2 = this.deg2rad(lnglat2.lng - lnglat1.lng);
var a = Math.sin(ad1 / 2) * Math.sin(ad1 / 2) + Math.cos(d1) * Math.cos(d2) * Math.sin(ad2 / 2) * Math.sin(ad2 / 2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = R * c;
return d;
}
static expand_triangle(triangle, margin) {
triangle.getMidpoint(this._triangle_mid);
this._triangle_mid_to_corner.copy(triangle.a).sub(this._triangle_mid);
this._triangle_mid_to_corner.normalize().multiplyScalar(margin);
triangle.a.add(this._triangle_mid_to_corner);
this._triangle_mid_to_corner.copy(triangle.b).sub(this._triangle_mid);
this._triangle_mid_to_corner.normalize().multiplyScalar(margin);
triangle.b.add(this._triangle_mid_to_corner);
this._triangle_mid_to_corner.copy(triangle.c).sub(this._triangle_mid);
this._triangle_mid_to_corner.normalize().multiplyScalar(margin);
triangle.c.add(this._triangle_mid_to_corner);
}
static nearestPower2(num) {
return Math.pow(2, Math.ceil(Math.log(num) / Math.log(2)));
}
}
CoreMath.Easing = Easing2;
CoreMath.fract = (number) => number - Math.floor(number);
CoreMath._vec = {x: 0, y: 136574};
CoreMath._triangle_mid = new Vector32();
CoreMath._triangle_mid_to_corner = new Vector32();