export const delta4 = 1e-4; export const delta5 = 1e-5; export const delta6 = 1e-6; export const delta7 = 1e-7; export const delta8 = 1e-8; export const delta9 = 1e-9; /** * pi * * @type {Number} * @constant */ export const PI = Math.PI; /** * 1/pi * * @type {Number} * @constant */ export const ONE_OVER_PI = 1.0 / Math.PI; /** * pi/2 * * @type {Number} * @constant */ export const PI_OVER_TWO = Math.PI / 2.0; /** * pi/3 * * @type {Number} * @constant */ export const PI_OVER_THREE = Math.PI / 3.0; /** * pi/4 * * @type {Number} * @constant */ export const PI_OVER_FOUR = Math.PI / 4.0; /** * pi/6 * * @type {Number} * @constant */ export const PI_OVER_SIX = Math.PI / 6.0; /** * 3pi/2 * * @type {Number} * @constant */ export const THREE_PI_OVER_TWO = (3.0 * Math.PI) / 2.0; /** * 2pi * * @type {Number} * @constant */ export const PI_TWO = 2.0 * Math.PI; /** * 1/2pi * * @type {Number} * @constant */ export const ONE_OVER_TWO_PI = 1.0 / (2.0 * Math.PI); /** * The number of radians in a degree. * * @type {Number} * @constant */ export const RADIANS_PER_DEGREE = Math.PI / 180.0; /** * The number of degrees in a radian. * * @type {Number} * @constant */ export const DEGREES_PER_RADIAN = 180.0 / Math.PI; /** * The number of radians in an arc second. * * @type {Number} * @constant */ export const RADIANS_PER_ARCSECOND = RADIANS_PER_DEGREE / 3600.0; export function sign(value: number) { return value >= 0 ? 1 : -1; } export function approximateEqual(v1: number, v2: number, precision = delta4) { return Math.abs(v1 - v2) < precision } export function clamp(value: number, min: number, max: number) { return Math.max(min, Math.min(max, value)); } export function lerp(x: number, y: number, t: number) { return (1 - t) * x + t * y; } export function smoothstep(x: number, min: number, max: number) { if (x <= min) return 0; if (x >= max) return 1; x = (x - min) / (max - min); return x * x * (3 - 2 * x); } export function smootherstep(x: number, min: number, max: number) { if (x <= min) return 0; if (x >= max) return 1; x = (x - min) / (max - min); return x * x * x * (x * (x * 6 - 15) + 10); } // Random integer from interval export function randInt(low: number, high: number) { return low + Math.floor(Math.random() * (high - low + 1)); } // Random float from interval /** * 生成一个low~high之间的浮点数 * @param {*} low * @param {*} high */ export function randFloat(low: number, high: number) { return low + Math.random() * (high - low); } export function isPowerOfTwo(value: number) { return (value & (value - 1)) === 0 && value !== 0; } export function ceilPowerOfTwo(value: number) { return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2)); } export function floorPowerOfTwo(value: number) { return Math.pow(2, Math.floor(Math.log(value) / Math.LN2)); } export function toRadians(degrees: number) { return degrees * RADIANS_PER_DEGREE; } export function ToDegrees(radians: number) { return radians * DEGREES_PER_RADIAN; } /** * 数字或者向量固定位数 * @param {Object} obj 数字或者向量 * @param {*} fractionDigits */ export function toFixed(obj: { toFixed: (arg0: any) => string; x: number | undefined; y: number | undefined; z: number | undefined; }, fractionDigits: number | undefined) { if (obj instanceof Number) return parseFloat(obj.toFixed(fractionDigits)) else { if (obj.x !== undefined) obj.x = parseFloat(obj.x.toFixed(fractionDigits)) if (obj.y !== undefined) obj.y = parseFloat(obj.y.toFixed(fractionDigits)) if (obj.z !== undefined) obj.z = parseFloat(obj.z.toFixed(fractionDigits)) } return obj; } /** * 数组中所有数字或者向量固定位数 * @param {Array} array * @param {Number} precision */ export function toFixedAry(array: Array, precision: number = delta4) { for (let i = 0; i < array.length; i++) { const e = array[i]; if (e instanceof Array) toFixedAry(e); else array[i] = toFixed(e, precision); } }