-
Alexander Rose authoredAlexander Rose authored
interpolate.ts 2.04 KiB
/**
* Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
export function normalize (value: number, min: number, max: number) {
return (value - min) / (max - min)
}
export function clamp (value: number, min: number, max: number) {
return Math.max(min, Math.min(max, value))
}
export function pclamp (value: number) {
return clamp(value, 0, 100)
}
export function saturate (value: number) {
return clamp(value, 0, 1)
}
export function damp (value: number, dampingFactor: number) {
const dampedValue = value * dampingFactor
return Math.abs(dampedValue) < 0.1 ? 0 : dampedValue
}
export function lerp (start: number, stop: number, alpha: number) {
return start + (stop - start) * alpha
}
/** Catmul-Rom spline */
export function spline (p0: number, p1: number, p2: number, p3: number, t: number, tension: number) {
const v0 = (p2 - p0) * tension
const v1 = (p3 - p1) * tension
const t2 = t * t
const t3 = t * t2
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1
}
export function quadraticBezier(p0: number, p1: number, p2: number, t: number) {
const k = 1 - t
return (k * k * p0) + (2 * k * t * p1) + (t * t * p2)
}
export function smoothstep (min: number, max: number, x: number) {
x = saturate(normalize(x, min, max))
return x * x * (3 - 2 * x)
}
export function smootherstep (min: number, max: number, x: number) {
x = saturate(normalize(x, min, max))
return x * x * x * (x * (x * 6 - 15) + 10)
}
export function smootheststep (min: number, max: number, x: number) {
x = saturate(normalize(x, min, max))
return -20 * Math.pow(x, 7) + 70 * Math.pow(x, 6) - 84 * Math.pow(x, 5) + 35 * Math.pow(x, 4)
}
export function almostIdentity (value: number, start: number, stop: number) {
if (value > start) return value
const a = 2 * stop - start
const b = 2 * start - 3 * stop
const t = value / start
return (a * t + b) * t * t + stop
}