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<h1>[name]</h1>
<p class="desc">An object with several math utility functions.</p>
<h2>Functions</h2>
<h3>
[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )
</h3>
<p>
[page:Float value] — Value to be clamped.<br />
[page:Float min] — Minimum value.<br />
[page:Float max] — Maximum value.<br /><br />
Clamps the [page:Float value] to be between [page:Float min] and
[page:Float max].
</p>
<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
<p>Converts degrees to radians.</p>
<h3>
[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )
</h3>
<p>
[page:Integer n], [page:Integer m] - Integers<br /><br />
Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that
is:
<code>( ( n % m ) + m ) % m</code>
</p>
<h3>[method:UUID generateUUID]( )</h3>
<p>
Generate a
[link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
(universally unique identifier).
</p>
<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
<p>Return `true` if [page:Number n] is a power of 2.</p>
<h3>
[method:Float inverseLerp]( [param:Float x], [param:Float y], [param:Float value] )
</h3>
<p>
[page:Float x] - Start point.<br />
[page:Float y] - End point.<br />
[page:Float value] - A value between start and end.<br /><br />
Returns the percentage in the closed interval `[0, 1]` of the given value
between the start and end point.
</p>
<h3>
[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )
</h3>
<p>
[page:Float x] - Start point. <br />
[page:Float y] - End point. <br />
[page:Float t] - interpolation factor in the closed interval `[0, 1]`.<br /><br />
Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
from two known points based on the given interval -
[page:Float t] = 0 will return [page:Float x] and [page:Float t] = 1 will
return [page:Float y].
</p>
<h3>
[method:Float damp]( [param:Float x], [param:Float y], [param:Float lambda], [param:Float dt] )
</h3>
<p>
[page:Float x] - Current point. <br />
[page:Float y] - Target point. <br />
[page:Float lambda] - A higher lambda value will make the movement more
sudden, and a lower value will make the movement more gradual. <br />
[page:Float dt] - Delta time in seconds.<br /><br />
Smoothly interpolate a number from [page:Float x] toward [page:Float y] in
a spring-like manner using the [page:Float dt] to maintain frame rate
independent movement. For details, see
[link:http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ Frame rate independent damping using lerp].
</p>
<h3>
[method:Float mapLinear]( [param:Float x], [param:Float a1], [param:Float a2], [param:Float b1], [param:Float b2] )
</h3>
<p>
[page:Float x] — Value to be mapped.<br />
[page:Float a1] — Minimum value for range A.<br />
[page:Float a2] — Maximum value for range A.<br />
[page:Float b1] — Minimum value for range B.<br />
[page:Float b2] — Maximum value for range B.<br /><br />
Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
</p>
<h3>[method:Float pingpong]( [param:Float x], [param:Float length] )</h3>
<p>
[page:Float x] — The value to pingpong.<br />
[page:Float length] — The positive value the function will pingpong to.
Default is `1`.<br /><br />
Returns a value that alternates between `0` and [param:Float length].
</p>
<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
<p>
Returns the smallest power of 2 that is greater than or equal to
[page:Number n].
</p>
<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
<p>
Returns the largest power of `2` that is less than or equal to [page:Number n].
</p>
<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
<p>Converts radians to degrees.</p>
<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
<p>Random float in the interval [[page:Float low], [page:Float high]].</p>
<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
<p>
Random float in the interval [- [page:Float range] / 2, [page:Float range]
/ 2].
</p>
<h3>
[method:Integer randInt]( [param:Integer low], [param:Integer high] )
</h3>
<p>Random integer in the interval [[page:Float low], [page:Float high]].</p>
<h3>[method:Float seededRandom]( [param:Integer seed] )</h3>
<p>
Deterministic pseudo-random float in the interval `[0, 1]`. The integer
[page:Integer seed] is optional.
</p>
<h3>
[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )
</h3>
<p>
[page:Float x] - The value to evaluate based on its position between min
and max. <br />
[page:Float min] - Any x value below min will be `0`.<br />
[page:Float max] - Any x value above max will be `1`.<br /><br />
Returns a value between 0-1 that represents the percentage that x has
moved between min and max, but smoothed or slowed down the closer X is to
the min and max.<br /><br />
See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
</p>
<h3>
[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )
</h3>
<p>
[page:Float x] - The value to evaluate based on its position between min
and max. <br />
[page:Float min] - Any x value below min will be `0`.<br />
[page:Float max] - Any x value above max will be `1`.<br /><br />
Returns a value between 0-1. A
[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep]
that has zero 1st and 2nd order derivatives at x=0 and x=1.
</p>
<h3>
[method:undefined setQuaternionFromProperEuler]( [param:Quaternion q], [param:Float a], [param:Float b], [param:Float c], [param:String order] )
</h3>
<p>
[page:Quaternion q] - the quaternion to be set<br />
[page:Float a] - the rotation applied to the first axis, in radians <br />
[page:Float b] - the rotation applied to the second axis, in radians
<br />
[page:Float c] - the rotation applied to the third axis, in radians <br />
[page:String order] - a string specifying the axes order: 'XYX', 'XZX',
'YXY', 'YZY', 'ZXZ', or 'ZYZ'<br /><br />
Sets quaternion [page:Quaternion q] from the
[link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles]
defined by angles [page:Float a], [page:Float b], and [page:Float c],
and order [page:String order].<br />
Rotations are applied to the axes in the order specified by [page:String order]:
rotation by angle [page:Float a] is applied first, then by angle
[page:Float b], then by angle [page:Float c]. Angles are in radians.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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