完善mathHelper类
This commit is contained in:
120
source/bin/framework.d.ts
vendored
120
source/bin/framework.d.ts
vendored
@@ -2343,6 +2343,37 @@ declare module es {
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*/
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static map(value: number, leftMin: number, leftMax: number, rightMin: number, rightMax: number): number;
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static lerp(from: number, to: number, t: number): number;
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/**
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* 使度数的角度在a和b之间
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* 用于处理360度环绕
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* @param a
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* @param b
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* @param t
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* @returns
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*/
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static lerpAngle(a: number, b: number, t: number): number;
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/**
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* 使弧度的角度在a和b之间
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* @param a
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* @param b
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* @param t
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* @returns
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*/
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static lerpAngleRadians(a: number, b: number, t: number): number;
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/**
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* 循环t使其不大于长度且不小于0
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* @param t
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* @param length
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* @returns
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*/
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static pingPong(t: number, length: number): number;
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/**
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* 如果value> = threshold返回其符号,否则返回0
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* @param value
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* @param threshold
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* @returns
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*/
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static signThreshold(value: number, threshold: number): number;
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static inverseLerp(from: number, to: number, t: number): number;
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static clamp(value: number, min: number, max: number): number;
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static snap(value: number, increment: number): number;
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@@ -2390,18 +2421,107 @@ declare module es {
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* @param shift
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*/
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static approach(start: number, end: number, shift: number): number;
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/**
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* 通过偏移量钳位结果并选择最短路径,将起始角度向终止角度移动,起始值可以小于或大于终止值。
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* 示例1:开始是30,结束是100,移位是25,结果为55
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* 示例2:开始是340,结束是30,移位是25,结果是5(365换为5)
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* @param start
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* @param end
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* @param shift
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* @returns
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*/
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static approachAngle(start: number, end: number, shift: number): number;
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/**
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* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
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* 起始值可以小于或大于终止值。
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* 此方法的工作方式与“角度”方法非常相似,唯一的区别是使用弧度代替度,并以2 * Pi代替360。
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* @param start
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* @param end
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* @param shift
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* @returns
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*/
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static approachAngleRadians(start: number, end: number, shift: number): number;
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/**
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* 使用可接受的检查公差检查两个值是否大致相同
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* @param value1
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* @param value2
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* @param tolerance
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* @returns
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*/
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static approximately(value1: number, value2: number, tolerance?: number): boolean;
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/**
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* 计算两个给定角之间的最短差值(度数)
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* @param current
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* @param target
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*/
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static deltaAngle(current: number, target: number): number;
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/**
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* 计算以弧度为单位的两个给定角度之间的最短差
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* @param current
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* @param target
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* @returns
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*/
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static deltaAngleRadians(current: number, target: number): number;
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/**
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* 循环t,使其永远不大于长度,永远不小于0
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* @param t
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* @param length
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*/
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static repeat(t: number, length: number): number;
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/**
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* 将值绕一圈移动的助手
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* @param position
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* @param speed
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* @returns
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*/
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static rotateAround(position: Vector2, speed: number): Vector2;
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/**
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* 旋转是相对于当前位置而不是总旋转。
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* 例如,如果您当前处于90度并且想要旋转到135度,则可以使用45度而不是135度的角度
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* @param point
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* @param center
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* @param angleIndegrees
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*/
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static rotateAround2(point: Vector2, center: Vector2, angleIndegrees: number): Vector2;
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/**
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* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0度是3点钟方向
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* @param circleCenter
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* @param radius
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* @param angleInDegrees
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*/
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static pointOnCircle(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
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/**
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* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0弧度是3点钟方向
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* @param circleCenter
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* @param radius
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* @param angleInRadians
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* @returns
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*/
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static pointOnCircleRadians(circleCenter: Vector2, radius: number, angleInRadians: number): Vector2;
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/**
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* lissajou曲线
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* @param xFrequency
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* @param yFrequency
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* @param xMagnitude
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* @param yMagnitude
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* @param phase
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* @returns
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*/
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static lissajou(xFrequency?: number, yFrequency?: number, xMagnitude?: number, yMagnitude?: number, phase?: number): Vector2;
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/**
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* lissajou曲线的阻尼形式,其振荡随时间在0和最大幅度之间。
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* 为获得最佳效果,阻尼应在0到1之间。
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* 振荡间隔是动画循环的一半完成的时间(以秒为单位)。
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* @param xFrequency
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* @param yFrequency
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* @param xMagnitude
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* @param yMagnitude
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* @param phase
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* @param damping
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* @param oscillationInterval
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* @returns
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*/
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static lissajouDamped(xFrequency?: number, yFrequency?: number, xMagnitude?: number, yMagnitude?: number, phase?: number, damping?: number, oscillationInterval?: number): Vector2;
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}
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}
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declare module es {
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@@ -5744,6 +5744,55 @@ var es;
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MathHelper.lerp = function (from, to, t) {
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return from + (to - from) * this.clamp01(t);
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};
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/**
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* 使度数的角度在a和b之间
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* 用于处理360度环绕
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* @param a
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* @param b
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* @param t
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* @returns
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*/
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MathHelper.lerpAngle = function (a, b, t) {
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var num = this.repeat(b - a, 360);
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if (num > 180)
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num -= 360;
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return a + num * this.clamp01(t);
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};
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/**
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* 使弧度的角度在a和b之间
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* @param a
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* @param b
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* @param t
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* @returns
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*/
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MathHelper.lerpAngleRadians = function (a, b, t) {
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var num = this.repeat(b - a, Math.PI * 2);
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if (num > Math.PI)
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num -= Math.PI * 2;
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return a + num * this.clamp01(t);
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};
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/**
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* 循环t使其不大于长度且不小于0
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* @param t
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* @param length
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* @returns
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*/
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MathHelper.pingPong = function (t, length) {
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t = this.repeat(t, length * 2);
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return length - Math.abs(t - length);
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};
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/**
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* 如果value> = threshold返回其符号,否则返回0
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* @param value
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* @param threshold
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* @returns
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*/
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MathHelper.signThreshold = function (value, threshold) {
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if (Math.abs(value) >= threshold)
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return Math.sign(value);
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else
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return 0;
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};
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MathHelper.inverseLerp = function (from, to, t) {
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if (from < to) {
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if (t < from)
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@@ -5842,6 +5891,47 @@ var es;
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return Math.min(start + shift, end);
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return Math.max(start - shift, end);
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};
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/**
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* 通过偏移量钳位结果并选择最短路径,将起始角度向终止角度移动,起始值可以小于或大于终止值。
|
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* 示例1:开始是30,结束是100,移位是25,结果为55
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* 示例2:开始是340,结束是30,移位是25,结果是5(365换为5)
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* @param start
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* @param end
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* @param shift
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* @returns
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*/
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MathHelper.approachAngle = function (start, end, shift) {
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var deltaAngle = this.deltaAngle(start, end);
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if (-shift < deltaAngle && deltaAngle < shift)
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return end;
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return this.repeat(this.approach(start, start + deltaAngle, shift), 360);
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};
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/**
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* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
|
||||
* 起始值可以小于或大于终止值。
|
||||
* 此方法的工作方式与“角度”方法非常相似,唯一的区别是使用弧度代替度,并以2 * Pi代替360。
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* @param start
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* @param end
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* @param shift
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* @returns
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*/
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MathHelper.approachAngleRadians = function (start, end, shift) {
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var deltaAngleRadians = this.deltaAngleRadians(start, end);
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if (-shift < deltaAngleRadians && deltaAngleRadians < shift)
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return end;
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return this.repeat(this.approach(start, start + deltaAngleRadians, shift), Math.PI * 2);
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};
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/**
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* 使用可接受的检查公差检查两个值是否大致相同
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* @param value1
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* @param value2
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* @param tolerance
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* @returns
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*/
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MathHelper.approximately = function (value1, value2, tolerance) {
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if (tolerance === void 0) { tolerance = this.Epsilon; }
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return Math.abs(value1 - value2) <= tolerance;
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};
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/**
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* 计算两个给定角之间的最短差值(度数)
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* @param current
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@@ -5853,6 +5943,18 @@ var es;
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num -= 360;
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return num;
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};
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/**
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* 计算以弧度为单位的两个给定角度之间的最短差
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* @param current
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* @param target
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* @returns
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*/
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MathHelper.deltaAngleRadians = function (current, target) {
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var num = this.repeat(target - current, 2 * Math.PI);
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if (num > Math.PI)
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num -= 2 * Math.PI;
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return num;
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};
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/**
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* 循环t,使其永远不大于长度,永远不小于0
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* @param t
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@@ -5861,6 +5963,99 @@ var es;
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MathHelper.repeat = function (t, length) {
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return t - Math.floor(t / length) * length;
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};
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/**
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* 将值绕一圈移动的助手
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* @param position
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* @param speed
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* @returns
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*/
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MathHelper.rotateAround = function (position, speed) {
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var time = es.Time.totalTime * speed;
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var x = Math.cos(time);
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var y = Math.sin(time);
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return new es.Vector2(position.x + x, position.y + y);
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};
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/**
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* 旋转是相对于当前位置而不是总旋转。
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* 例如,如果您当前处于90度并且想要旋转到135度,则可以使用45度而不是135度的角度
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* @param point
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* @param center
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* @param angleIndegrees
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*/
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MathHelper.rotateAround2 = function (point, center, angleIndegrees) {
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angleIndegrees = this.toRadians(angleIndegrees);
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var cos = Math.cos(angleIndegrees);
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var sin = Math.sin(angleIndegrees);
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var rotatedX = cos * (point.x - center.x) - sin * (point.y - center.y) + center.x;
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var rotatedY = sin * (point.x - center.x) + cos * (point.y - center.y) + center.y;
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return new es.Vector2(rotatedX, rotatedY);
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};
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/**
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* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0度是3点钟方向
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* @param circleCenter
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* @param radius
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* @param angleInDegrees
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*/
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MathHelper.pointOnCircle = function (circleCenter, radius, angleInDegrees) {
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var radians = this.toRadians(angleInDegrees);
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return new es.Vector2(Math.cos(radians) * radius + circleCenter.x, Math.sin(radians) * radius + circleCenter.y);
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};
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/**
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* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0弧度是3点钟方向
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* @param circleCenter
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* @param radius
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* @param angleInRadians
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* @returns
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*/
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MathHelper.pointOnCircleRadians = function (circleCenter, radius, angleInRadians) {
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return new es.Vector2(Math.cos(angleInRadians) * radius + circleCenter.x, Math.sin(angleInRadians) * radius + circleCenter.y);
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};
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/**
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* lissajou曲线
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* @param xFrequency
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* @param yFrequency
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* @param xMagnitude
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* @param yMagnitude
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* @param phase
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* @returns
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*/
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MathHelper.lissajou = function (xFrequency, yFrequency, xMagnitude, yMagnitude, phase) {
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if (xFrequency === void 0) { xFrequency = 2; }
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if (yFrequency === void 0) { yFrequency = 3; }
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if (xMagnitude === void 0) { xMagnitude = 1; }
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if (yMagnitude === void 0) { yMagnitude = 1; }
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if (phase === void 0) { phase = 0; }
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var x = Math.sin(es.Time.totalTime * xFrequency + phase) * xMagnitude;
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var y = Math.cos(es.Time.totalTime * yFrequency) * yMagnitude;
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return new es.Vector2(x, y);
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};
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/**
|
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* lissajou曲线的阻尼形式,其振荡随时间在0和最大幅度之间。
|
||||
* 为获得最佳效果,阻尼应在0到1之间。
|
||||
* 振荡间隔是动画循环的一半完成的时间(以秒为单位)。
|
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* @param xFrequency
|
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* @param yFrequency
|
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* @param xMagnitude
|
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* @param yMagnitude
|
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* @param phase
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* @param damping
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* @param oscillationInterval
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* @returns
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*/
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MathHelper.lissajouDamped = function (xFrequency, yFrequency, xMagnitude, yMagnitude, phase, damping, oscillationInterval) {
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if (xFrequency === void 0) { xFrequency = 2; }
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if (yFrequency === void 0) { yFrequency = 3; }
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if (xMagnitude === void 0) { xMagnitude = 1; }
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if (yMagnitude === void 0) { yMagnitude = 1; }
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if (phase === void 0) { phase = 0.5; }
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if (damping === void 0) { damping = 0; }
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if (oscillationInterval === void 0) { oscillationInterval = 5; }
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var wrappedTime = this.pingPong(es.Time.totalTime, oscillationInterval);
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var damped = Math.pow(Math.E, -damping * wrappedTime);
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var x = damped * Math.sin(es.Time.totalTime * xFrequency + phase) * xMagnitude;
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var y = damped * Math.cos(es.Time.totalTime * yFrequency) * yMagnitude;
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return new es.Vector2(x, y);
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};
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MathHelper.Epsilon = 0.00001;
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MathHelper.Rad2Deg = 57.29578;
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MathHelper.Deg2Rad = 0.0174532924;
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2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -40,6 +40,61 @@ module es {
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return from + (to - from) * this.clamp01(t);
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}
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|
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/**
|
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* 使度数的角度在a和b之间
|
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* 用于处理360度环绕
|
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* @param a
|
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* @param b
|
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* @param t
|
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* @returns
|
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*/
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public static lerpAngle(a: number, b: number, t: number) {
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let num = this.repeat(b - a, 360);
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if (num > 180)
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num -= 360;
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return a + num * this.clamp01(t);
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}
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/**
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* 使弧度的角度在a和b之间
|
||||
* @param a
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* @param b
|
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* @param t
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* @returns
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*/
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public static lerpAngleRadians(a: number, b: number, t: number) {
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let num = this.repeat(b - a, Math.PI * 2);
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if (num > Math.PI)
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num -= Math.PI * 2;
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return a + num * this.clamp01(t);
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}
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|
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/**
|
||||
* 循环t使其不大于长度且不小于0
|
||||
* @param t
|
||||
* @param length
|
||||
* @returns
|
||||
*/
|
||||
public static pingPong(t: number, length: number) {
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t = this.repeat(t, length * 2);
|
||||
return length - Math.abs(t - length);
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果value> = threshold返回其符号,否则返回0
|
||||
* @param value
|
||||
* @param threshold
|
||||
* @returns
|
||||
*/
|
||||
public static signThreshold(value: number, threshold: number) {
|
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if (Math.abs(value) >= threshold)
|
||||
return Math.sign(value);
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public static inverseLerp(from: number, to: number, t: number) {
|
||||
if (from < to) {
|
||||
if (t < from)
|
||||
@@ -156,6 +211,51 @@ module es {
|
||||
return Math.max(start - shift, end);
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过偏移量钳位结果并选择最短路径,将起始角度向终止角度移动,起始值可以小于或大于终止值。
|
||||
* 示例1:开始是30,结束是100,移位是25,结果为55
|
||||
* 示例2:开始是340,结束是30,移位是25,结果是5(365换为5)
|
||||
* @param start
|
||||
* @param end
|
||||
* @param shift
|
||||
* @returns
|
||||
*/
|
||||
public static approachAngle(start: number, end: number, shift: number) {
|
||||
let deltaAngle = this.deltaAngle(start, end);
|
||||
if (-shift < deltaAngle && deltaAngle < shift)
|
||||
return end;
|
||||
|
||||
return this.repeat(this.approach(start, start + deltaAngle, shift), 360);
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
|
||||
* 起始值可以小于或大于终止值。
|
||||
* 此方法的工作方式与“角度”方法非常相似,唯一的区别是使用弧度代替度,并以2 * Pi代替360。
|
||||
* @param start
|
||||
* @param end
|
||||
* @param shift
|
||||
* @returns
|
||||
*/
|
||||
public static approachAngleRadians(start: number, end: number, shift: number) {
|
||||
let deltaAngleRadians = this.deltaAngleRadians(start, end);
|
||||
if (-shift < deltaAngleRadians && deltaAngleRadians < shift)
|
||||
return end;
|
||||
|
||||
return this.repeat(this.approach(start, start + deltaAngleRadians, shift), Math.PI * 2);
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用可接受的检查公差检查两个值是否大致相同
|
||||
* @param value1
|
||||
* @param value2
|
||||
* @param tolerance
|
||||
* @returns
|
||||
*/
|
||||
public static approximately(value1: number, value2: number, tolerance: number = this.Epsilon) {
|
||||
return Math.abs(value1 - value2) <= tolerance;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算两个给定角之间的最短差值(度数)
|
||||
* @param current
|
||||
@@ -169,6 +269,20 @@ module es {
|
||||
return num;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算以弧度为单位的两个给定角度之间的最短差
|
||||
* @param current
|
||||
* @param target
|
||||
* @returns
|
||||
*/
|
||||
public static deltaAngleRadians(current: number, target: number) {
|
||||
let num = this.repeat(target - current, 2 * Math.PI);
|
||||
if (num > Math.PI)
|
||||
num -= 2 * Math.PI;
|
||||
|
||||
return num;
|
||||
}
|
||||
|
||||
/**
|
||||
* 循环t,使其永远不大于长度,永远不小于0
|
||||
* @param t
|
||||
@@ -178,5 +292,99 @@ module es {
|
||||
return t - Math.floor(t / length) * length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将值绕一圈移动的助手
|
||||
* @param position
|
||||
* @param speed
|
||||
* @returns
|
||||
*/
|
||||
public static rotateAround(position: Vector2, speed: number) {
|
||||
let time = Time.totalTime * speed;
|
||||
|
||||
let x = Math.cos(time);
|
||||
let y = Math.sin(time);
|
||||
|
||||
return new Vector2(position.x + x, position.y + y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 旋转是相对于当前位置而不是总旋转。
|
||||
* 例如,如果您当前处于90度并且想要旋转到135度,则可以使用45度而不是135度的角度
|
||||
* @param point
|
||||
* @param center
|
||||
* @param angleIndegrees
|
||||
*/
|
||||
public static rotateAround2(point: Vector2, center: Vector2, angleIndegrees: number) {
|
||||
angleIndegrees = this.toRadians(angleIndegrees);
|
||||
let cos = Math.cos(angleIndegrees);
|
||||
let sin = Math.sin(angleIndegrees);
|
||||
let rotatedX = cos * (point.x - center.x) - sin * (point.y - center.y) + center.x;
|
||||
let rotatedY = sin * (point.x - center.x) + cos * (point.y - center.y) + center.y;
|
||||
|
||||
return new Vector2(rotatedX, rotatedY);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0度是3点钟方向
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param angleInDegrees
|
||||
*/
|
||||
public static pointOnCircle(circleCenter: Vector2, radius: number, angleInDegrees: number) {
|
||||
let radians = this.toRadians(angleInDegrees);
|
||||
return new Vector2(Math.cos(radians) * radius + circleCenter.x, Math.sin(radians) * radius + circleCenter.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0弧度是3点钟方向
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param angleInRadians
|
||||
* @returns
|
||||
*/
|
||||
public static pointOnCircleRadians(circleCenter: Vector2, radius: number, angleInRadians: number) {
|
||||
return new Vector2(Math.cos(angleInRadians) * radius + circleCenter.x, Math.sin(angleInRadians) * radius + circleCenter.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* lissajou曲线
|
||||
* @param xFrequency
|
||||
* @param yFrequency
|
||||
* @param xMagnitude
|
||||
* @param yMagnitude
|
||||
* @param phase
|
||||
* @returns
|
||||
*/
|
||||
public static lissajou(xFrequency: number = 2, yFrequency: number = 3, xMagnitude: number = 1, yMagnitude: number = 1, phase: number = 0) {
|
||||
let x = Math.sin(Time.totalTime * xFrequency + phase) * xMagnitude;
|
||||
let y = Math.cos(Time.totalTime * yFrequency) * yMagnitude;
|
||||
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
* lissajou曲线的阻尼形式,其振荡随时间在0和最大幅度之间。
|
||||
* 为获得最佳效果,阻尼应在0到1之间。
|
||||
* 振荡间隔是动画循环的一半完成的时间(以秒为单位)。
|
||||
* @param xFrequency
|
||||
* @param yFrequency
|
||||
* @param xMagnitude
|
||||
* @param yMagnitude
|
||||
* @param phase
|
||||
* @param damping
|
||||
* @param oscillationInterval
|
||||
* @returns
|
||||
*/
|
||||
public static lissajouDamped(xFrequency: number = 2, yFrequency: number = 3, xMagnitude: number = 1,
|
||||
yMagnitude: number = 1, phase: number = 0.5, damping: number = 0,
|
||||
oscillationInterval: number = 5) {
|
||||
let wrappedTime = this.pingPong(Time.totalTime, oscillationInterval);
|
||||
let damped = Math.pow(Math.E, -damping * wrappedTime);
|
||||
|
||||
let x = damped * Math.sin(Time.totalTime * xFrequency + phase) * xMagnitude;
|
||||
let y = damped * Math.cos(Time.totalTime * yFrequency) * yMagnitude;
|
||||
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user