An object with several math utility functions.
Converts the angular value to range [0, 2π).
v3d.MathUtils.angleToRange_0_2Pi(0.5 * Math.PI) // → 1.570796 = 1/2 π
v3d.MathUtils.angleToRange_0_2Pi(-0.5 * Math.PI) // → 4.712388 = 3/2 π
v3d.MathUtils.angleToRange_0_2Pi(2 * Math.PI) // → 0
v3d.MathUtils.angleToRange_0_2Pi(3 * Math.PI) // → 3.141592 = π
v3d.MathUtils.angleToRange_0_2Pi(10 * Math.PI) // → 0
Converts the angular value to range [-π, π).
Clamps the value to be between min and max.
Clamps the angular value to be between minAngle and maxAngle.
Converts degrees to radians.
Computes the Euclidean modulo of m % n, that is:
((n % m) + m) % m
Perform exponential smoothing of the float value.
Perform exponential smoothing of the float value clamping small values less than clampDelta.
Generate a UUID (universally unique identifier).
Return true if n is a power of 2.
Returns the percentage in the closed interval [0, 1] of the given value between the start and end point.
Calculate 32-bit hash value for the given string.
Returns a value linearly interpolated from two known points based on the given interval: t = 0 will return x and t = 1 will return y.
Smoothly interpolate a number from x toward y in a spring-like manner using the dt to maintain frame rate independent movement. For details, see here.
Linear mapping of x from range [a1, a2] to range [b1, b2].
Returns a value that alternates between 0 and length : Float.
Returns the smallest power of 2 that is greater than or equal to n.
Returns the largest power of 2 that is less than or equal to n.
Converts radians to degrees.
Returns random float in the interval [low, high].
Returns random float in the interval [- range / 2, range / 2].
Random integer in the interval [low, high].
Deterministic pseudo-random float in the interval [0, 1]. The integer seed is optional.
0.1.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.
See Smoothstep for details.
0.1.Returns a value between 0-1. A variation on smoothstep that has zero 1st and 2nd order derivatives at x=0 and x=1.
'XYX', 'XZX', 'YXY', 'YZY', 'ZXZ', or 'ZYZ'.Sets quaternion q from the intrinsic Proper Euler Angles defined by angles a, b, and c, and order order.
Rotations are applied to the axes in the order specified by order: rotation by angle a is applied first, then by angle b, then by angle c. Angles are in radians.
For more info on how to obtain the source code of this module see this page.