599 lines
20 KiB
TypeScript
599 lines
20 KiB
TypeScript
module es {
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export class MathHelper {
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public static readonly Epsilon: number = 0.00001;
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public static readonly Rad2Deg = 57.29578;
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public static readonly Deg2Rad = 0.0174532924;
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/**
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* 表示pi除以2的值(1.57079637)
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*/
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public static readonly PiOver2 = Math.PI / 2;
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/**
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* 将弧度转换成角度。
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* @param radians 用弧度表示的角
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*/
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public static toDegrees(radians: number) {
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return radians * 57.295779513082320876798154814105;
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}
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/**
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* 将角度转换为弧度
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* @param degrees
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*/
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public static toRadians(degrees: number) {
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return degrees * 0.017453292519943295769236907684886;
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}
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/**
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* 返回由给定三角形和两个归一化重心(面积)坐标定义的点的一个轴的笛卡尔坐标
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* @param value1
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* @param value2
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* @param value3
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* @param amount1
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* @param amount2
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*/
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public static barycentric(value1: number, value2: number, value3: number, amount1: number, amount2: number) {
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return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
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}
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/**
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* 使用指定位置执行Catmull-Rom插值
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* @param value1
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* @param value2
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* @param value3
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* @param value4
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* @param amount
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*/
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public static catmullRom(value1: number, value2: number, value3: number, value4: number, amount: number) {
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// 使用来自http://www.mvps.org/directx/articles/catmull/的公式
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let amountSquared = amount * amount;
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let amountCubed = amountSquared * amount;
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return (0.5 * (2 * value2 + (value3 - value1) * amount +
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(2 * value1 - 5 * value2 + 4 * value3 - value4) * amountSquared +
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(3 * value2 - value1 - 3 * value3 + value4) * amountCubed));
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}
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/**
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* 将值(在leftMin-leftMax范围内)映射到一个在rightMin-rightMax范围内的值
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* @param value
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* @param leftMin
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* @param leftMax
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* @param rightMin
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* @param rightMax
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*/
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public static map(value: number, leftMin: number, leftMax: number, rightMin: number, rightMax: number) {
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return rightMin + (value - leftMin) * (rightMax - rightMin) / (leftMax - leftMin);
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}
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/**
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* 将值从任意范围映射到0到1范围
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* @param value
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* @param min
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* @param max
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* @returns
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*/
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public static map01(value: number, min: number, max: number) {
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return (value - min) * 1 / (max - min);
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}
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/**
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* 将值从某个任意范围映射到1到0范围
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* 这相当于map01的取反
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* @param value
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* @param min
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* @param max
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* @returns
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*/
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public static map10(value: number, min: number, max: number) {
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return 1 - this.map01(value, min, max);
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}
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/**
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* 使用三次方程在两个值之间进行插值
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* @param value1
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* @param value2
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* @param amount
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*/
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public static smoothStep(value1: number, value2: number, amount: number) {
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let result = this.clamp(amount, 0, 1);
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result = MathHelper.hermite(value1, 0, value2, 0, result);
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return result;
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}
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/**
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* 将给定角度减小到π到-π之间的值
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* @param angle
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*/
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public static wrapAngle(angle: number) {
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if ((angle > -Math.PI) && (angle <= Math.PI))
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return angle;
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angle %= Math.PI * 2;
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if (angle <= -Math.PI)
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return angle + 2 * Math.PI;
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if (angle > Math.PI)
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return angle - 2 * Math.PI;
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return angle;
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}
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/**
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* 确定值是否以2为底
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* @param value
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* @returns
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*/
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public static isPowerOfTwo(value: number) {
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return (value > 0) && ((value % (value - 1)) == 0);
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}
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public static lerp(from: number, to: number, t: number) {
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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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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
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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 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
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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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public static pingPong(t: number, length: number) {
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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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public static signThreshold(value: number, threshold: number) {
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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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public static inverseLerp(from: number, to: number, t: number) {
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if (from < to) {
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if (t < from)
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return 0;
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else if (t > to)
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return 1;
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} else {
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if (t < to)
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return 1;
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else if (t > from)
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return 0;
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}
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return (t - from) / (to - from);
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}
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/**
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* 在两个值之间线性插值
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* 此方法是MathHelper.Lerp的效率较低,更精确的版本。
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*/
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public static lerpPrecise(value1: number, value2: number, amount: number) {
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return ((1 - amount) * value1) + (value2 * amount);
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}
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public static clamp(value: number, min: number, max: number) {
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if (value < min)
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return min;
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if (value > max)
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return max;
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return value;
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}
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public static snap(value: number, increment: number) {
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return Math.round(value / increment) * increment;
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}
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/**
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* 给定圆心、半径和角度,得到圆周上的一个点。0度是3点钟。
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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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public static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number) {
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let radians = MathHelper.toRadians(angleInDegrees);
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return new Vector2(Math.cos(radians) * radians + circleCenter.x,
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Math.sin(radians) * radians + circleCenter.y);
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}
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/**
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* 如果值为偶数,返回true
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* @param value
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*/
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public static isEven(value: number) {
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return value % 2 == 0;
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}
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/**
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* 如果值是奇数,则返回true
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* @param value
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* @returns
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*/
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public static isOdd(value: number) {
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return value % 2 != 0;
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}
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/**
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* 将值四舍五入并返回它和四舍五入后的数值
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* @param value
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* @param roundedAmount
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* @returns
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*/
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public static roundWithRoundedAmount(value: number, roundedAmount: Ref<number>) {
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let rounded = Math.round(value);
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roundedAmount.value = value - (rounded * Math.round(value / rounded));
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return rounded;
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}
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/**
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* 数值限定在0-1之间
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* @param value
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*/
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public static clamp01(value: number) {
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if (value < 0)
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return 0;
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if (value > 1)
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return 1;
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return value;
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}
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public static angleBetweenVectors(from: Vector2, to: Vector2) {
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return Math.atan2(to.y - from.y, to.x - from.x);
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}
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public static angleToVector(angleRadians: number, length: number) {
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return new Vector2(Math.cos(angleRadians) * length, Math.sin(angleRadians) * length);
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}
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/**
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* 增加t并确保它总是大于或等于0并且小于长度
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* @param t
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* @param length
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*/
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public static incrementWithWrap(t: number, length: number) {
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t++;
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if (t == length)
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return 0;
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return t;
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}
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/**
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* 递减t并确保其始终大于或等于0且小于长度
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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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public static decrementWithWrap(t: number, length: number) {
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t--;
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if (t < 0)
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return length - 1;
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return t;
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}
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/**
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* 返回sqrt(x * x + y * y)
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* @param x
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* @param y
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* @returns
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*/
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public static hypotenuse(x: number, y: number) {
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return Math.sqrt(x * x + y * y);
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}
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public static closestPowerOfTwoGreaterThan(x: number) {
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x--;
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x |= (x >> 1);
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x |= (x >> 2);
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x |= (x >> 4);
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x |= (x >> 8);
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x |= (x >> 16);
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return (x + 1);
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}
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/**
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* 以roundToNearest为步长,将值舍入到最接近的数字。例如:在125中找到127到最近的5个结果
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* @param value
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* @param roundToNearest
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*/
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public static roundToNearest(value: number, roundToNearest: number) {
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return Math.round(value / roundToNearest) * roundToNearest;
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}
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/**
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* 检查传递的值是否在某个阈值之下。对于小规模、精确的比较很有用
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* @param value
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* @param ep
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*/
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public static withinEpsilon(value: number, ep: number = this.Epsilon) {
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return Math.abs(value) < ep;
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}
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/**
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* 由上移量向上移。start可以小于或大于end。例如:开始是2,结束是10,移位是4,结果是6
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* @param start
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* @param end
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* @param shift
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*/
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public static approach(start: number, end: number, shift: number): number {
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if (start < end)
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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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public static approachAngle(start: number, end: number, shift: number) {
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let 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。
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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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public static approachAngleRadians(start: number, end: number, shift: number) {
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let 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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public static approximately(value1: number, value2: number, tolerance: number = 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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* @param target
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*/
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public static deltaAngle(current: number, target: number) {
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let num = this.repeat(target - current, 360);
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if (num > 180)
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num -= 360;
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return num;
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}
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/**
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* 检查值是否介于最小值/最大值(包括最小值/最大值)之间
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* @param value
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* @param min
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* @param max
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* @returns
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*/
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public static between(value: number, min: number, max: number) {
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return value >= min && value <= max;
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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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public static deltaAngleRadians(current: number, target: number) {
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let 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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* @param length
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*/
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public static repeat(t: number, length: number) {
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return t - Math.floor(t / length) * length;
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}
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public static floorToInt(f: number) {
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return Math.trunc(Math.floor(f));
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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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public static rotateAround(position: Vector2, speed: number) {
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let time = Time.totalTime * speed;
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let x = Math.cos(time);
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let y = Math.sin(time);
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return new 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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public static rotateAround2(point: Vector2, center: Vector2, angleIndegrees: number) {
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angleIndegrees = this.toRadians(angleIndegrees);
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let cos = Math.cos(angleIndegrees);
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let sin = Math.sin(angleIndegrees);
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let rotatedX = cos * (point.x - center.x) - sin * (point.y - center.y) + center.x;
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let rotatedY = sin * (point.x - center.x) + cos * (point.y - center.y) + center.y;
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return new 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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public static pointOnCircle(circleCenter: Vector2, radius: number, angleInDegrees: number) {
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let radians = this.toRadians(angleInDegrees);
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return new 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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public static pointOnCircleRadians(circleCenter: Vector2, radius: number, angleInRadians: number) {
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return new 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
|
||
* @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);
|
||
}
|
||
|
||
/**
|
||
* 执行Hermite样条插值
|
||
* @param value1
|
||
* @param tangent1
|
||
* @param value2
|
||
* @param tangent2
|
||
* @param amount
|
||
* @returns
|
||
*/
|
||
public static hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number) {
|
||
let v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
|
||
let sCubed = s * s * s;
|
||
let sSquared = s * s;
|
||
|
||
if (amount == 0)
|
||
result = value1;
|
||
else if (amount == 1)
|
||
result = value2;
|
||
else
|
||
result = (2 * v1 - 2 * v2 + t2 + t1) * sCubed +
|
||
(3 * v2 - 3 * v1 - 2 * t1 - t2) * sSquared +
|
||
t1 * s +
|
||
v1;
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* 此函数用于确保数不是NaN或无穷大
|
||
* @param x
|
||
* @returns
|
||
*/
|
||
public static isValid(x: number) {
|
||
if (Number.isNaN(x)) {
|
||
return false;
|
||
}
|
||
|
||
return !Number.isFinite(x);
|
||
}
|
||
}
|
||
}
|