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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Math = {
- // Clamp value to range <a, b>
- clamp: function ( x, a, b ) {
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
- },
- // Clamp value to range <a, inf)
- clampBottom: function ( x, a ) {
- return x < a ? a : x;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // http://en.wikipedia.org/wiki/Smoothstep
- smoothStep: function ( x, min, max ) {
- if( x <= min ) {
- return 0;
- }
- if( x >= max ) {
- return 1;
- }
- // normalize
- x = ( x - min )/( max - min );
- return x*x*(3 - 2*x);
- },
- // http://en.wikipedia.org/wiki/Smoothstep
- smootherStep: function ( x, min, max ) {
- if( x <= min ) {
- return 0;
- }
- if( x >= max ) {
- return 1;
- }
- // normalize
- x = ( x - min )/( max - min );
- return x*x*x*(x*(x*6 - 15) + 10);
- },
-
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
- random16: function () {
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- sign: function ( x ) {
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
- },
- degToRad: function() {
- var degreeToRadiansFactor = Math.PI / 180;
- return function ( degrees ) {
- return degrees * degreeToRadiansFactor;
- };
- }(),
- radToDeg: function() {
- var radianToDegreesFactor = 180 / Math.PI;
- return function ( radians ) {
- return radians * radianToDegreesFactor;
- };
- }()
- };
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