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toosoon-utils

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/** * Check if a number is even * * @param {number} value Value to check * @returns {boolean} True if the given number is even, false otherwise */ export function isEven(value) { return !(value & 1); } /** * Check if a number is odd * * @param {number} value Value to check * @returns {boolean} True if the given number is odd, false otherwise */ export function isOdd(value) { return !!(value & 1); } /** * Check if a number is a power of 2 * * @param {number} value Value to check * @returns {boolean} True if the given number is a power of 2, false otherwise */ export function isPowerOf2(value) { return (value & (value - 1)) === 0; } /** * Find closest power of 2 that fits a number * * @param {number} value Incoming value * @param {string} [mode='ceil'] Can be 'floor' | 'ceil' | 'round' * @returns {number} Power of 2 */ export function toPowerOf2(value, mode = 'ceil') { return Math.pow(2, Math[mode](Math.log(value) / Math.log(2))); } /** * Return the sign (positive or negative) of a number * * @param {number} value Value to check * @returns {number} 1 if the given number is positive, -1 if it is negative, otherwise 0 */ export function sign(value) { if (value > 0) return 1; else if (value < 0) return -1; return 0; } /** * Clamp a value between two bounds * * @param {number} value Value to clamp * @param {number} [min=0] Minimum boundary * @param {number} [max=1] Maximum boundary * @returns {number} Clamped value */ export function clamp(value, min = 0, max = 1) { return Math.min(max, Math.max(min, value)); } /** * Linear interpolation between two values (lerping) * * @param {number} t Normalized time value to interpolate * @param {number} min Minimum value * @param {number} max Maximum value * @returns {number} Lerped value */ export function lerp(t, min, max) { return min + (max - min) * t; } /** * Triangular interpolation between two values * * @param {number} t Normalized time value to interpolate * @param {number} min Minimum value * @param {number} max Maximum value * @param {number} target Triangle target value * @returns {number} Interpolated value */ export function triLerp(t, min, max, target) { const x = Math.pow(1 + Math.abs(target - max) / Math.abs(target - min), -1); return t <= x ? min - (min - target) * (t / x) : target - (target - max) * ((t - x) / (1 - x)); } /** * Exponential interpolation between two values * * @param {number} t Normalized time value to interpolate * @param {number} currentMin Lower bound of the value's current range * @param {number} currentMax Upper bound of the value's current range * @param {number} targetMin Lower bound of the value's target range * @param {number} targetMax Upper bound of the value's target range * @returns {number} Interpolated value */ export function expLerp(t, currentMin, currentMax, targetMin, targetMax) { return (targetMin * Math.pow(targetMax / targetMin, (clamp(t, currentMin, currentMax) - currentMin) / (currentMax - currentMin))); } /** * Normalize a value between two bounds * * @param {number} value Value to normalize * @param {number} min Minimum boundary * @param {number} max Maximum boundary * @returns {number} Normalized value */ export function normalize(value, min, max) { return (value - min) / (max - min); } /** * Re-map a number from one range to another * * @param {number} value Value to re-map * @param {number} currentMin Lower bound of the value's current range * @param {number} currentMax Upper bound of the value's current range * @param {number} targetMin Lower bound of the value's target range * @param {number} targetMax Upper bound of the value's target range * @returns {number} Re-mapped value */ export function map(value, currentMin, currentMax, targetMin, targetMax) { return ((value - currentMin) / (currentMax - currentMin)) * (targetMax - targetMin) + targetMin; } /** * Round a number up to a nearest multiple * * @param {number} value Value to round * @param {number} [multiple=1] Multiple to round to * @returns {number} Closest multiple */ export function snap(value, multiple = 1) { if (multiple === 0) return value; return Math.round(value / multiple) * multiple; } /** * Modulo absolute a value based on a length * * @param {number} value Value to modulate * @param {number} length Total length * @returns {number} Modulated value */ export function modAbs(value, length) { if (value < 0) { return length + (value % length); } return value % length; } /** * Move back and forth a value between 0 and length, so that it is never larger than length and never smaller than 0 * * @param {number} value Value to modulate * @param {number} length Total length * @returns {number} PingPonged value */ export function pingPong(value, length) { value = modAbs(value, length * 2); return length - Math.abs(value - length); } /** * Smooth a value using cubic Hermite interpolation * * @param {number} value Value to smooth * @param {number} [min=0] Minimum boundary * @param {number} [max=1] Maximum boundary * @returns {number} Normalized smoothed value */ export function smoothstep(value, min = 0, max = 1) { const x = clamp(normalize(value, min, max)); return x * x * (3 - 2 * x); } /** * Re-map the [0, 1] interval into [0, 1] parabola, such that corners are remaped to 0 and the center to 1 * -> parabola(0) = parabola(1) = 0, and parabola(0.5) = 1 * * @param {number} x Normalized coordinate on X axis * @param {number} [power=1] Parabola power * @returns {number} Normalized re-mapped value */ export function parabola(x, power = 1) { return Math.pow(4 * x * (1 - x), power); } /** * Return the sum of numbers * * @param {number[]} array Array of numbers * @returns {number} Total sum */ export function sum(array) { return array.reduce((previous, current) => previous + current); } /** * Return the average of numbers * * @param {number[]} array Array of numbers * @returns {number} Total average */ export function average(array) { return sum(array) / array.length; } /** * Smoothly interpolate a number toward another * * @param {number} value Value to interpolate * @param {number} target Destination of the interpolation * @param {number} damping A higher value will make the movement more sudden, and a lower value will make the movement more gradual * @param {number} delta Delta time (in seconds) * @returns {number} Interpolated number */ export function damp(value, target, damping, delta) { return lerp(1 - Math.exp(-damping * delta), value, target); }