polygonjs-engine
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node-based webgl 3D engine https://polygonjs.com
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text/typescript
import {LngLatLike, Vector2Like} from '../../types/GlobalTypes';
import {Vector3} from 'three/src/math/Vector3';
import {Triangle} from 'three/src/math/Triangle';
import {Easing} 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 Octree = Octree
// static Interpolate = Interpolate
static Easing = Easing; // used in expressins
static clamp(val: number, min: number, max: number): number {
if (val < min) {
return min;
} else if (val > max) {
return max;
} else {
return val;
}
}
static fit01(val: number, dest_min: number, dest_max: number): number {
// const size = max - min;
// return (val - min) / size;
return this.fit(val, 0, 1, dest_min, dest_max);
}
static fit(val: number, src_min: number, src_max: number, dest_min: number, dest_max: number): number {
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: number, num1: number, blend: number) {
return (1 - blend) * num0 + blend * num1;
}
static degrees_to_radians(degrees: number): number {
return degrees * RAD_DEG_RATIO;
}
static radians_to_degrees(radians: number): number {
return radians / RAD_DEG_RATIO;
}
static deg2rad(deg: number): number {
return this.degrees_to_radians(deg);
}
static rad2deg(rad: number): number {
return this.radians_to_degrees(rad);
}
static fract = (number: number) => number - Math.floor(number);
// from threejs glsl rand
static rand(number: number): number {
if (CoreType.isNumber(number)) {
return this.rand_float(number);
} else {
return this.rand_vec2(number);
}
}
static round(number: number, step_size: number): number {
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: number): number {
return 2 * Math.ceil(number * 0.5);
}
private static _vec = {x: 0, y: 136574};
static rand_float(x: number, y: number = 136574): number {
this._vec.x = x;
this._vec.y = y;
return this.rand_vec2(this._vec);
}
static rand_vec2(uv: Vector2Like) {
const dt = uv.x * RAND_A + uv.y * RAND_B; //dot( uv.xy, vec2( a,b ) )
const sn = dt % Math.PI;
return this.fract(Math.sin(sn) * RAND_C);
}
// https://www.movable-type.co.uk/scripts/latlong.html
static geodesic_distance(lnglat1: LngLatLike, lnglat2: LngLatLike): number {
var R = 6371e3; // metres
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;
}
private static _triangle_mid = new Vector3();
private static _triangle_mid_to_corner = new Vector3();
static expand_triangle(triangle: Triangle, margin: number) {
triangle.getMidpoint(this._triangle_mid);
// a
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);
// b
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);
// c
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: number) {
return Math.pow(2, Math.ceil(Math.log(num) / Math.log(2)));
}
}