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util.js
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util.js
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/*
* From http://www.redblobgames.com/maps/mapgen2/
* Copyright 2017 Red Blob Games <[email protected]>
* License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
*/
/**
* Return value, unless it's undefined, then return orElse
*/
exports.fallback = function(value, orElse) {
return (value !== undefined)? value : orElse;
};
/**
* Add several noise values together
*/
exports.fbm_noise = function(noise, amplitudes, nx, ny) {
let sum = 0, sumOfAmplitudes = 0;
for (let octave = 0; octave < amplitudes.length; octave++) {
let frequency = 1 << octave;
sum += amplitudes[octave] * noise.noise2D(nx * frequency, ny * frequency, octave);
sumOfAmplitudes += amplitudes[octave];
}
return sum / sumOfAmplitudes;
};
/**
* Like GLSL. Return t clamped to the range [lo,hi] inclusive
*/
exports.clamp = function(t, lo, hi) {
if (t < lo) { return lo; }
if (t > hi) { return hi; }
return t;
};
/**
* Like GLSL. Return a mix of a and b; all a when is 0 and all b when
* t is 1; extrapolates when t outside the range [0,1]
*/
exports.mix = function(a, b, t) {
return a * (1.0-t) + b * t;
};
/**
* Componentwise mix for arrays of equal length; output goes in 'out'
*/
exports.mixp = function(out, p, q, t) {
out.length = p.length;
for (let i = 0; i < p.length; i++) {
out[i] = exports.mix(p[i], q[i], t);
}
return out;
};
/**
* Like GLSL.
*/
exports.smoothstep = function(a, b, t) {
// https://en.wikipedia.org/wiki/Smoothstep
if (t <= a) { return 0; }
if (t >= b) { return 1; }
t = (t - a) / (b - a);
return (3 - 2*t) * t * t;
};
/**
* Circumcenter of a triangle with vertices a,b,c
*/
exports.circumcenter = function(a, b, c) {
// https://en.wikipedia.org/wiki/Circumscribed_circle#Circumcenter_coordinates
let ad = a[0]*a[0] + a[1]*a[1],
bd = b[0]*b[0] + b[1]*b[1],
cd = c[0]*c[0] + c[1]*c[1];
let D = 2 * (a[0] * (b[1] - c[1]) + b[0] * (c[1] - a[1]) + c[0] * (a[1] - b[1]));
let Ux = 1/D * (ad * (b[1] - c[1]) + bd * (c[1] - a[1]) + cd * (a[1] - b[1]));
let Uy = 1/D * (ad * (c[0] - b[0]) + bd * (a[0] - c[0]) + cd * (b[0] - a[0]));
return [Ux, Uy];
};
/**
* Intersection of line p1--p2 and line p3--p4,
* between 0.0 and 1.0 if it's in the line segment
*/
exports.lineIntersection = function(x1, y1, x2, y2, x3, y3, x4, y4) {
// from http://paulbourke.net/geometry/pointlineplane/
let ua = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
let ub = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
return {ua, ub};
};
/**
* in-place shuffle of an array - Fisher-Yates
* https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#The_modern_algorithm
*/
exports.randomShuffle = function(array, randInt) {
for (let i = array.length-1; i > 0; i--) {
let j = randInt(i+1);
let swap = array[i];
array[i] = array[j];
array[j] = swap;
}
return array;
};