degree to radian
radian to degree
Returns the smallest power of 2 that is greater than or equal to n.
Value to be clamped.
Minimum value.
Maximum value.
Smoothly interpolate a number from x toward y in a spring-like manner using the dt to maintain frame rate independent movement. For details, see Frame rate independent damping using lerp.
Current point.
Target point.
A higher lambda value will make the movement more sudden, and a lower value will make the movement more gradual.
Delta time in seconds.
Converts degrees to radians.
Returns the largest power of 2 that is less than or equal to n.
Generate a UUID (universally unique identifier).
Start point.
End point.
A value between start and end.
Returns the percentage in the closed interval [0, 1] of the given value between the start and end point.
Return true if n is a power of 2.
Start point.
End point.
interpolation factor in the closed interval [0, 1].
Returns a value linearly interpolated from two known points based on the given interval - t = 0 will return x and t = 1 will return y.
Value to be mapped.
Minimum value for range A.
Maximum value for range A.
Minimum value for range B.
Maximum value for range B.
The value to pingpong.
The positive value the function will pingpong to. Default is 1.
Returns a value that alternates between 0 and [param:Float length].
Converts radians to degrees.
Random float in the interval
Random float from - range / 2 to range / 2 interval.
Random integer from low to high interval.
Deterministic pseudo-random float in the interval [0, 1]. The integer seed is optional.
The rotation applied to the first axis, in radians
The rotation applied to the second axis, in radians
The rotation applied to the third axis, in radians
The value to evaluate based on its position between min and max.
Any x value below min will be 0.
Any x value above max will be 1.
Returns a value between 0-1. A variation on smoothstep that has zero 1st and 2nd order derivatives at x=0 and x=1.
See Smoothstep for details.
The value to evaluate based on its position between min and max.
Any x value below min will be 0.
Any x value above max will be 1.
Returns a value between 0-1 that represents the percentage that x has moved between min and max, but smoothed or slowed down the closer X is to the min and max.
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An object with several math utility functions. See the ngx3js docs page for details.
Examples
css3d / orthographic misc / controls / transform webgl / camera / logarithmicdepthbuffer webgl / camera webgl / geometry / extrude / shapes