Awesome
Mathf
Unity3D's Mathf port
What is this?
This is js port of Unity3D's Mathf class. It has been achieved by reverse engineering the work of original class and all the ported methods work exactly the same (except PerlinNoise
method, cuz of different random realization and seed value). You can use this library in game development or in any other cases where you find existing methods useful.
Which platform should I use?
Originally it is node
plugin serving by npm
and using available ES6 features, but you can easily adopt it to work in browser with help of Babel or another ES6 transpiler.
What's not included
Useless within javascript methods:
CeilToInt
FloorToInt
RoundToInt
Built-in js native methods and constants:
Infinity
PI
Abs
Acos
Asin
Atan
Atan2
Ceil
Cos
Exp
Floor
Log
Log10
Max
Min
Pow
Sin
Sqrt
Tan
Note: Unity3D's
Mathf.Round
has different behavior then native javascript'sMath.round
, so this method has own implementationMathf.round
What's included?
This port includes almost (read below why) all non default (for native js
) methods and properties available in the Unity3D's Mathf
class. Namely:
Static Variables
Deg2Rad
Degrees-to-radians conversion constant
Epsilon
A tiny floating point value
NegativeInfinity
A representation of negative infinity
Rad2Deg
Radians-to-degrees conversion constant
Static Functions
approximately(f1, f2)
Compares two floating point values if they are similar
clamp(value, min, max)
Clamps a value between a minimum float and maximum float value
clamp01(value)
Clamps value between 0 and 1 and returns value
closestPowerOfTwo(value)
Returns the closest power of two value
deltaAngle(current, target)
Calculates the shortest difference between two given angles given in degrees
gammaToLinearSpace(value)
Converts the given value from gamma (sRGB) to linear color space
inverseLerp(a, b, value)
Calculates the linear parameter t that produces the interpolant value within the range [a, b]
isPowerOfTwo(value)
Returns true if the value is power of two
lerp(a, b, t)
Linearly interpolates between a and b by t
lerpAngle(a, b, t)
Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees
lerpUnclamped(a, b, t)
Linearly interpolates between a and b by t
linearToGammaSpace(value)
Converts the given value from linear to gamma (sRGB) color space
moveTowards(current, target , maxDelta)
Moves a value current towards target
nextPowerOfTwo(value)
Returns the next power of two value
perlinNoise(x, y)
Generate 2D Perlin noise
pingPong(t, length)
PingPongs the value t, so that it is never larger than length and never smaller than 0
repeat(t, length)
Loops the value t, so that it is never larger than length and never smaller than 0
round(f)
Returns f rounded to the nearest integer
sign(f)
Returns the sign of f
Not ported methods
I didn't find proper implementations for them, so if you know it welcome to PR
moveTowardsAngle(current, target, maxDelta)
Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees
smoothDamp(current, target, currentVelocity, smoothTime, maxSpeed, deltaTime)
Gradually changes a value towards a desired goal over time
smoothDampAngle(current, target, currentVelocity, smoothTime, maxSpeed, deltaTime)
Gradually changes an angle given in degrees towards a desired goal angle over time
smoothStep(a, b, t)
Interpolates between min and max with smoothing at the limits
Additional
closestPowerOfTwoLong(value)
Same as closestPowerOfTwo
, but deals well with big numbers. Use it if you really need to work with big numbers
How to use?
As simple as usual node
module
-
Install it:
npm install mathf
-
Require it:
let Mathf = require('mathf');
let rad = 2;
console.log(rad + ' radians are equal to ' + (rad * Mathf.Rad2Deg) + ' degrees');
// 2 radians are equal to 114.59155902616465 degrees