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@@ -9,7 +9,7 @@ const DEG2RAD = Math.PI / 180;
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const RAD2DEG = 180 / Math.PI;
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/**
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- * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
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+ * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
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* (universally unique identifier).
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*
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* @return {string} The UUID.
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@@ -122,7 +122,7 @@ function lerp( x, y, t ) {
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/**
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* Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
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* time to maintain frame rate independent movement. For details, see
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- * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
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+ * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
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*
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* @param {number} x - The current point.
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* @param {number} y - The target point.
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@@ -157,7 +157,7 @@ function pingpong( x, length = 1 ) {
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* moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
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* the `min` and `max`.
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*
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- * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
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+ * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
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*
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* @param {number} x - The value to evaluate based on its position between min and max.
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* @param {number} min - The min value. Any x value below min will be `0`.
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@@ -176,7 +176,7 @@ function smoothstep( x, min, max ) {
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}
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/**
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- * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
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+ * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
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* that has zero 1st and 2nd order derivatives at x=0 and x=1.
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*
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* @param {number} x - The value to evaluate based on its position between min and max.
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@@ -316,7 +316,7 @@ function floorPowerOfTwo( value ) {
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}
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/**
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- * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
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+ * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
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* defined by the given angles and order.
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*
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* Rotations are applied to the axes in the order specified by order:
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@@ -481,7 +481,7 @@ const MathUtils = {
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DEG2RAD: DEG2RAD,
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RAD2DEG: RAD2DEG,
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/**
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- * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
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+ * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
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* (universally unique identifier).
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*
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* @static
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@@ -552,7 +552,7 @@ const MathUtils = {
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/**
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* Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
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* time to maintain frame rate independent movement. For details, see
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- * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
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+ * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
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*
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* @static
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* @method
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@@ -579,7 +579,7 @@ const MathUtils = {
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* moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
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* the `min` and `max`.
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*
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- * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
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+ * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
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*
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* @static
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* @method
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@@ -590,7 +590,7 @@ const MathUtils = {
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*/
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smoothstep: smoothstep,
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/**
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- * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
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+ * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
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* that has zero 1st and 2nd order derivatives at x=0 and x=1.
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*
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* @static
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@@ -685,7 +685,7 @@ const MathUtils = {
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*/
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floorPowerOfTwo: floorPowerOfTwo,
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/**
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- * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
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+ * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
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* defined by the given angles and order.
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*
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* Rotations are applied to the axes in the order specified by order:
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