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export const PI = Math.PI;
export const PI_2 = PI / 2;
export const identity = a => a;
export const pickRandom = (list = []) => list[Math.floor(Math.random() * list.length)];
export const degToRad = angle => {
return angle * (PI / 180);
};
export const radToDeg = angle => {
return angle * (180 / PI);
};
export const getProportion = (max1, b, max2) => {
return (max1 * b) / max2;
};
export const clamp = (value, min, max) => (value < min ? min : value > max ? max : value);
export const cap = (value, max) => (value > max ? max : value);
export const isWithin = (value, min, max) => {
return value >= min && value < max;
};
export const randomFloatFromInterval = (min, max) => {
return Math.random() * (max - min + 1) + min;
};
export const randomIntFromInterval = (min, max) => {
// min and max included
return Math.floor(randomFloatFromInterval(min, max));
};
export const getDistance = (
{ x: xA = 0, y: yA = 0, z: zA = 0 } = {},
{ x: xB = 0, y: yB = 0, z: zB = 0 } = {},
) => Math.sqrt(Math.pow(xA - xB, 2) + Math.pow(yA - yB, 2) + Math.pow(zA - zB, 2));
export const findPointBetweenAtDistance = (
{ x: xC = 0, y: yC = 0, z: zC = 0 } = {},
{ x: xE = 0, y: yE = 0, z: zE = 0 } = {},
distance = 1,
) => {
const vCenter = new Vector3(xC, yC, zC);
const vEnd = new Vector3(xE, yE, zE);
const point = vCenter.add(vEnd.sub(vCenter).normalize().multiplyScalar(distance));
return {
x: point.x,
y: point.y,
z: point.z,
};
};
export const lerpVectors = (origin, target, speed) => {
const originVector = new Vector3(origin.x, origin.y, origin.z);
const targetVector = new Vector3(target.x, target.y, target.z);
originVector.lerp(targetVector, speed);
return {
x: originVector.x,
y: originVector.y,
z: originVector.z,
};
};
export const lerp = (x, y, t) => MathUtils.lerp(x, y, t);
export const scaleVector = ({ x = 0, y = 0, z = 0 }, scale = 1) =>
new Vector3(x, y, z).multiplyScalar(scale);
export const getSphereVolume = radius => (4 * Math.PI * Math.pow(radius, 3)) / 3;
export const repeat = (t, length) => clamp(t - Math.floor(t / length) * length, 0.0, length);
export const deltaAngle = (angle, target) => {
let delta = repeat(target - angle, 360.0);
if (delta > 180.0) delta -= 360.0;
return delta;
};
export const smoothDamp = (
current,
target,
currentVelocity,
smoothTime,
maxSpeed = Infinity,
dt,
) => {
smoothTime = Math.max(0.0001, smoothTime);
const omega = 2 / smoothTime;
const x = omega * dt;
const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
let change = current - target;
const originalTo = target;
// Clamp maximum speed
const maxChange = maxSpeed * smoothTime;
change = clamp(change, -maxChange, maxChange);
target = current - change;
const temp = (currentVelocity + omega * change) * dt;
currentVelocity = (currentVelocity - omega * temp) * exp;
let output = target + (change + temp) * exp;
// Prevent overshooting
Iif (originalTo - current > 0.0 == output > originalTo) {
output = originalTo;
currentVelocity = (output - originalTo) / dt;
}
return [output, currentVelocity];
};
export const smoothDampAngle = (
current,
target,
currentVelocity,
smoothTime,
maxSpeed = Infinity,
dt,
) => {
target = current + deltaAngle(current, target);
return smoothDamp(current, target, currentVelocity, smoothTime, maxSpeed, dt);
};
export const randomVector3 = (min = 0, max = 1) =>
new Vector3(
randomFloatFromInterval(min, max),
randomFloatFromInterval(min, max),
randomFloatFromInterval(min, max),
);
export const randomVector2 = (min = 0, max = 1) =>
new Vector2(randomFloatFromInterval(min, max), randomFloatFromInterval(min, max));
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