/** * 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 }