1 define('Core/Math',[ 2 '../ThirdParty/mersenne-twister', 3 './Check', 4 './defaultValue', 5 './defined', 6 './DeveloperError' 7 ], function( 8 MersenneTwister, 9 Check, 10 defaultValue, 11 defined, 12 DeveloperError) { 13 'use strict'; 14 15 /** 16 * Math functions. 17 * 18 * @exports CesiumMath 19 * @alias Math 20 */ 21 var CesiumMath = {}; 22 23 /** 24 * 0.1 25 * @type {Number} 26 * @constant 27 */ 28 CesiumMath.EPSILON1 = 0.1; 29 30 /** 31 * 0.01 32 * @type {Number} 33 * @constant 34 */ 35 CesiumMath.EPSILON2 = 0.01; 36 37 /** 38 * 0.001 39 * @type {Number} 40 * @constant 41 */ 42 CesiumMath.EPSILON3 = 0.001; 43 44 /** 45 * 0.0001 46 * @type {Number} 47 * @constant 48 */ 49 CesiumMath.EPSILON4 = 0.0001; 50 51 /** 52 * 0.00001 53 * @type {Number} 54 * @constant 55 */ 56 CesiumMath.EPSILON5 = 0.00001; 57 58 /** 59 * 0.000001 60 * @type {Number} 61 * @constant 62 */ 63 CesiumMath.EPSILON6 = 0.000001; 64 65 /** 66 * 0.0000001 67 * @type {Number} 68 * @constant 69 */ 70 CesiumMath.EPSILON7 = 0.0000001; 71 72 /** 73 * 0.00000001 74 * @type {Number} 75 * @constant 76 */ 77 CesiumMath.EPSILON8 = 0.00000001; 78 79 /** 80 * 0.000000001 81 * @type {Number} 82 * @constant 83 */ 84 CesiumMath.EPSILON9 = 0.000000001; 85 86 /** 87 * 0.0000000001 88 * @type {Number} 89 * @constant 90 */ 91 CesiumMath.EPSILON10 = 0.0000000001; 92 93 /** 94 * 0.00000000001 95 * @type {Number} 96 * @constant 97 */ 98 CesiumMath.EPSILON11 = 0.00000000001; 99 100 /** 101 * 0.000000000001 102 * @type {Number} 103 * @constant 104 */ 105 CesiumMath.EPSILON12 = 0.000000000001; 106 107 /** 108 * 0.0000000000001 109 * @type {Number} 110 * @constant 111 */ 112 CesiumMath.EPSILON13 = 0.0000000000001; 113 114 /** 115 * 0.00000000000001 116 * @type {Number} 117 * @constant 118 */ 119 CesiumMath.EPSILON14 = 0.00000000000001; 120 121 /** 122 * 0.000000000000001 123 * @type {Number} 124 * @constant 125 */ 126 CesiumMath.EPSILON15 = 0.000000000000001; 127 128 /** 129 * 0.0000000000000001 130 * @type {Number} 131 * @constant 132 */ 133 CesiumMath.EPSILON16 = 0.0000000000000001; 134 135 /** 136 * 0.00000000000000001 137 * @type {Number} 138 * @constant 139 */ 140 CesiumMath.EPSILON17 = 0.00000000000000001; 141 142 /** 143 * 0.000000000000000001 144 * @type {Number} 145 * @constant 146 */ 147 CesiumMath.EPSILON18 = 0.000000000000000001; 148 149 /** 150 * 0.0000000000000000001 151 * @type {Number} 152 * @constant 153 */ 154 CesiumMath.EPSILON19 = 0.0000000000000000001; 155 156 /** 157 * 0.00000000000000000001 158 * @type {Number} 159 * @constant 160 */ 161 CesiumMath.EPSILON20 = 0.00000000000000000001; 162 163 /** 164 * 0.000000000000000000001 165 * @type {Number} 166 * @constant 167 */ 168 CesiumMath.EPSILON21 = 0.000000000000000000001; 169 170 /** 171 * The gravitational parameter of the Earth in meters cubed 172 * per second squared as defined by the WGS84 model: 3.986004418e14 173 * @type {Number} 174 * @constant 175 */ 176 CesiumMath.GRAVITATIONALPARAMETER = 3.986004418e14; 177 178 /** 179 * Radius of the sun in meters: 6.955e8 180 * @type {Number} 181 * @constant 182 */ 183 CesiumMath.SOLAR_RADIUS = 6.955e8; 184 185 /** 186 * The mean radius of the moon, according to the "Report of the IAU/IAG Working Group on 187 * Cartographic Coordinates and Rotational Elements of the Planets and satellites: 2000", 188 * Celestial Mechanics 82: 83-110, 2002. 189 * @type {Number} 190 * @constant 191 */ 192 CesiumMath.LUNAR_RADIUS = 1737400.0; 193 194 /** 195 * 64 * 1024 196 * @type {Number} 197 * @constant 198 */ 199 CesiumMath.SIXTY_FOUR_KILOBYTES = 64 * 1024; 200 201 /** 202 * 4 * 1024 * 1024 * 1024 203 * @type {Number} 204 * @constant 205 */ 206 CesiumMath.FOUR_GIGABYTES = 4 * 1024 * 1024 * 1024; 207 208 /** 209 * Returns the sign of the value; 1 if the value is positive, -1 if the value is 210 * negative, or 0 if the value is 0. 211 * 212 * @function 213 * @param {Number} value The value to return the sign of. 214 * @returns {Number} The sign of value. 215 */ 216 CesiumMath.sign = defaultValue(Math.sign, function sign(value) { 217 value = +value; // coerce to number 218 if (value === 0 || value !== value) { 219 // zero or NaN 220 return value; 221 } 222 return value > 0 ? 1 : -1; 223 }); 224 225 /** 226 * Returns 1.0 if the given value is positive or zero, and -1.0 if it is negative. 227 * This is similar to {@link CesiumMath#sign} except that returns 1.0 instead of 228 * 0.0 when the input value is 0.0. 229 * @param {Number} value The value to return the sign of. 230 * @returns {Number} The sign of value. 231 */ 232 CesiumMath.signNotZero = function(value) { 233 return value < 0.0 ? -1.0 : 1.0; 234 }; 235 236 /** 237 * Converts a scalar value in the range [-1.0, 1.0] to a SNORM in the range [0, rangeMaximum] 238 * @param {Number} value The scalar value in the range [-1.0, 1.0] 239 * @param {Number} [rangeMaximum=255] The maximum value in the mapped range, 255 by default. 240 * @returns {Number} A SNORM value, where 0 maps to -1.0 and rangeMaximum maps to 1.0. 241 * 242 * @see CesiumMath.fromSNorm 243 */ 244 CesiumMath.toSNorm = function(value, rangeMaximum) { 245 rangeMaximum = defaultValue(rangeMaximum, 255); 246 return Math.round((CesiumMath.clamp(value, -1.0, 1.0) * 0.5 + 0.5) * rangeMaximum); 247 }; 248 249 /** 250 * Converts a SNORM value in the range [0, rangeMaximum] to a scalar in the range [-1.0, 1.0]. 251 * @param {Number} value SNORM value in the range [0, rangeMaximum] 252 * @param {Number} [rangeMaximum=255] The maximum value in the SNORM range, 255 by default. 253 * @returns {Number} Scalar in the range [-1.0, 1.0]. 254 * 255 * @see CesiumMath.toSNorm 256 */ 257 CesiumMath.fromSNorm = function(value, rangeMaximum) { 258 rangeMaximum = defaultValue(rangeMaximum, 255); 259 return CesiumMath.clamp(value, 0.0, rangeMaximum) / rangeMaximum * 2.0 - 1.0; 260 }; 261 262 /** 263 * Converts a scalar value in the range [rangeMinimum, rangeMaximum] to a scalar in the range [0.0, 1.0] 264 * @param {Number} value The scalar value in the range [rangeMinimum, rangeMaximum] 265 * @param {Number} rangeMinimum The minimum value in the mapped range. 266 * @param {Number} rangeMaximum The maximum value in the mapped range. 267 * @returns {Number} A scalar value, where rangeMinimum maps to 0.0 and rangeMaximum maps to 1.0. 268 */ 269 CesiumMath.normalize = function(value, rangeMinimum, rangeMaximum) { 270 rangeMaximum = Math.max(rangeMaximum - rangeMinimum, 0.0); 271 return rangeMaximum === 0.0 ? 0.0 : CesiumMath.clamp((value - rangeMinimum) / rangeMaximum, 0.0, 1.0); 272 }; 273 274 /** 275 * Returns the hyperbolic sine of a number. 276 * The hyperbolic sine of <em>value</em> is defined to be 277 * (<em>e<sup>x</sup> - e<sup>-x</sup></em>)/2.0 278 * where <i>e</i> is Euler's number, approximately 2.71828183. 279 * 280 * <p>Special cases: 281 * <ul> 282 * <li>If the argument is NaN, then the result is NaN.</li> 283 * 284 * <li>If the argument is infinite, then the result is an infinity 285 * with the same sign as the argument.</li> 286 * 287 * <li>If the argument is zero, then the result is a zero with the 288 * same sign as the argument.</li> 289 * </ul> 290 *</p> 291 * 292 * @function 293 * @param {Number} value The number whose hyperbolic sine is to be returned. 294 * @returns {Number} The hyperbolic sine of <code>value</code>. 295 */ 296 CesiumMath.sinh = defaultValue(Math.sinh, function sinh(value) { 297 return (Math.exp(value) - Math.exp(-value)) / 2.0; 298 }); 299 300 /** 301 * Returns the hyperbolic cosine of a number. 302 * The hyperbolic cosine of <strong>value</strong> is defined to be 303 * (<em>e<sup>x</sup> + e<sup>-x</sup></em>)/2.0 304 * where <i>e</i> is Euler's number, approximately 2.71828183. 305 * 306 * <p>Special cases: 307 * <ul> 308 * <li>If the argument is NaN, then the result is NaN.</li> 309 * 310 * <li>If the argument is infinite, then the result is positive infinity.</li> 311 * 312 * <li>If the argument is zero, then the result is 1.0.</li> 313 * </ul> 314 *</p> 315 * 316 * @function 317 * @param {Number} value The number whose hyperbolic cosine is to be returned. 318 * @returns {Number} The hyperbolic cosine of <code>value</code>. 319 */ 320 CesiumMath.cosh = defaultValue(Math.cosh, function cosh(value) { 321 return (Math.exp(value) + Math.exp(-value)) / 2.0; 322 }); 323 324 /** 325 * Computes the linear interpolation of two values. 326 * 327 * @param {Number} p The start value to interpolate. 328 * @param {Number} q The end value to interpolate. 329 * @param {Number} time The time of interpolation generally in the range <code>[0.0, 1.0]</code>. 330 * @returns {Number} The linearly interpolated value. 331 * 332 * @example 333 * var n = Cesium.Math.lerp(0.0, 2.0, 0.5); // returns 1.0 334 */ 335 CesiumMath.lerp = function(p, q, time) { 336 return ((1.0 - time) * p) + (time * q); 337 }; 338 339 /** 340 * pi 341 * 342 * @type {Number} 343 * @constant 344 */ 345 CesiumMath.PI = Math.PI; 346 347 /** 348 * 1/pi 349 * 350 * @type {Number} 351 * @constant 352 */ 353 CesiumMath.ONE_OVER_PI = 1.0 / Math.PI; 354 355 /** 356 * pi/2 357 * 358 * @type {Number} 359 * @constant 360 */ 361 CesiumMath.PI_OVER_TWO = Math.PI / 2.0; 362 363 /** 364 * pi/3 365 * 366 * @type {Number} 367 * @constant 368 */ 369 CesiumMath.PI_OVER_THREE = Math.PI / 3.0; 370 371 /** 372 * pi/4 373 * 374 * @type {Number} 375 * @constant 376 */ 377 CesiumMath.PI_OVER_FOUR = Math.PI / 4.0; 378 379 /** 380 * pi/6 381 * 382 * @type {Number} 383 * @constant 384 */ 385 CesiumMath.PI_OVER_SIX = Math.PI / 6.0; 386 387 /** 388 * 3pi/2 389 * 390 * @type {Number} 391 * @constant 392 */ 393 CesiumMath.THREE_PI_OVER_TWO = 3.0 * Math.PI / 2.0; 394 395 /** 396 * 2pi 397 * 398 * @type {Number} 399 * @constant 400 */ 401 CesiumMath.TWO_PI = 2.0 * Math.PI; 402 403 /** 404 * 1/2pi 405 * 406 * @type {Number} 407 * @constant 408 */ 409 CesiumMath.ONE_OVER_TWO_PI = 1.0 / (2.0 * Math.PI); 410 411 /** 412 * The number of radians in a degree. 413 * 414 * @type {Number} 415 * @constant 416 * @default Math.PI / 180.0 417 */ 418 CesiumMath.RADIANS_PER_DEGREE = Math.PI / 180.0; 419 420 /** 421 * The number of degrees in a radian. 422 * 423 * @type {Number} 424 * @constant 425 * @default 180.0 / Math.PI 426 */ 427 CesiumMath.DEGREES_PER_RADIAN = 180.0 / Math.PI; 428 429 /** 430 * The number of radians in an arc second. 431 * 432 * @type {Number} 433 * @constant 434 * @default {@link CesiumMath.RADIANS_PER_DEGREE} / 3600.0 435 */ 436 CesiumMath.RADIANS_PER_ARCSECOND = CesiumMath.RADIANS_PER_DEGREE / 3600.0; 437 438 /** 439 * Converts degrees to radians. 440 * @param {Number} degrees The angle to convert in degrees. 441 * @returns {Number} The corresponding angle in radians. 442 */ 443 CesiumMath.toRadians = function(degrees) { 444 if (!defined(degrees)) { 445 throw new DeveloperError('degrees is required.'); 446 } 447 return degrees * CesiumMath.RADIANS_PER_DEGREE; 448 }; 449 450 /** 451 * Converts radians to degrees. 452 * @param {Number} radians The angle to convert in radians. 453 * @returns {Number} The corresponding angle in degrees. 454 */ 455 CesiumMath.toDegrees = function(radians) { 456 if (!defined(radians)) { 457 throw new DeveloperError('radians is required.'); 458 } 459 return radians * CesiumMath.DEGREES_PER_RADIAN; 460 }; 461 462 /** 463 * Converts a longitude value, in radians, to the range [<code>-Math.PI</code>, <code>Math.PI</code>). 464 * 465 * @param {Number} angle The longitude value, in radians, to convert to the range [<code>-Math.PI</code>, <code>Math.PI</code>). 466 * @returns {Number} The equivalent longitude value in the range [<code>-Math.PI</code>, <code>Math.PI</code>). 467 * 468 * @example 469 * // Convert 270 degrees to -90 degrees longitude 470 * var longitude = Cesium.Math.convertLongitudeRange(Cesium.Math.toRadians(270.0)); 471 */ 472 CesiumMath.convertLongitudeRange = function(angle) { 473 if (!defined(angle)) { 474 throw new DeveloperError('angle is required.'); 475 } 476 var twoPi = CesiumMath.TWO_PI; 477 478 var simplified = angle - Math.floor(angle / twoPi) * twoPi; 479 480 if (simplified < -Math.PI) { 481 return simplified + twoPi; 482 } 483 if (simplified >= Math.PI) { 484 return simplified - twoPi; 485 } 486 487 return simplified; 488 }; 489 490 /** 491 * Convenience function that clamps a latitude value, in radians, to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>). 492 * Useful for sanitizing data before use in objects requiring correct range. 493 * 494 * @param {Number} angle The latitude value, in radians, to clamp to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>). 495 * @returns {Number} The latitude value clamped to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>). 496 * 497 * @example 498 * // Clamp 108 degrees latitude to 90 degrees latitude 499 * var latitude = Cesium.Math.clampToLatitudeRange(Cesium.Math.toRadians(108.0)); 500 */ 501 CesiumMath.clampToLatitudeRange = function(angle) { 502 if (!defined(angle)) { 503 throw new DeveloperError('angle is required.'); 504 } 505 506 return CesiumMath.clamp(angle, -1*CesiumMath.PI_OVER_TWO, CesiumMath.PI_OVER_TWO); 507 }; 508 509 /** 510 * Produces an angle in the range -Pi <= angle <= Pi which is equivalent to the provided angle. 511 * 512 * @param {Number} angle in radians 513 * @returns {Number} The angle in the range [<code>-CesiumMath.PI</code>, <code>CesiumMath.PI</code>]. 514 */ 515 CesiumMath.negativePiToPi = function(angle) { 516 if (!defined(angle)) { 517 throw new DeveloperError('angle is required.'); 518 } 519 return CesiumMath.zeroToTwoPi(angle + CesiumMath.PI) - CesiumMath.PI; 520 }; 521 522 /** 523 * Produces an angle in the range 0 <= angle <= 2Pi which is equivalent to the provided angle. 524 * 525 * @param {Number} angle in radians 526 * @returns {Number} The angle in the range [0, <code>CesiumMath.TWO_PI</code>]. 527 */ 528 CesiumMath.zeroToTwoPi = function(angle) { 529 if (!defined(angle)) { 530 throw new DeveloperError('angle is required.'); 531 } 532 var mod = CesiumMath.mod(angle, CesiumMath.TWO_PI); 533 if (Math.abs(mod) < CesiumMath.EPSILON14 && Math.abs(angle) > CesiumMath.EPSILON14) { 534 return CesiumMath.TWO_PI; 535 } 536 return mod; 537 }; 538 539 /** 540 * The modulo operation that also works for negative dividends. 541 * 542 * @param {Number} m The dividend. 543 * @param {Number} n The divisor. 544 * @returns {Number} The remainder. 545 */ 546 CesiumMath.mod = function(m, n) { 547 if (!defined(m)) { 548 throw new DeveloperError('m is required.'); 549 } 550 if (!defined(n)) { 551 throw new DeveloperError('n is required.'); 552 } 553 return ((m % n) + n) % n; 554 }; 555 556 /** 557 * Determines if two values are equal using an absolute or relative tolerance test. This is useful 558 * to avoid problems due to roundoff error when comparing floating-point values directly. The values are 559 * first compared using an absolute tolerance test. If that fails, a relative tolerance test is performed. 560 * Use this test if you are unsure of the magnitudes of left and right. 561 * 562 * @param {Number} left The first value to compare. 563 * @param {Number} right The other value to compare. 564 * @param {Number} relativeEpsilon The maximum inclusive delta between <code>left</code> and <code>right</code> for the relative tolerance test. 565 * @param {Number} [absoluteEpsilon=relativeEpsilon] The maximum inclusive delta between <code>left</code> and <code>right</code> for the absolute tolerance test. 566 * @returns {Boolean} <code>true</code> if the values are equal within the epsilon; otherwise, <code>false</code>. 567 * 568 * @example 569 * var a = Cesium.Math.equalsEpsilon(0.0, 0.01, Cesium.Math.EPSILON2); // true 570 * var b = Cesium.Math.equalsEpsilon(0.0, 0.1, Cesium.Math.EPSILON2); // false 571 * var c = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON7); // true 572 * var d = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON9); // false 573 */ 574 CesiumMath.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) { 575 if (!defined(left)) { 576 throw new DeveloperError('left is required.'); 577 } 578 if (!defined(right)) { 579 throw new DeveloperError('right is required.'); 580 } 581 if (!defined(relativeEpsilon)) { 582 throw new DeveloperError('relativeEpsilon is required.'); 583 } 584 absoluteEpsilon = defaultValue(absoluteEpsilon, relativeEpsilon); 585 var absDiff = Math.abs(left - right); 586 return absDiff <= absoluteEpsilon || absDiff <= relativeEpsilon * Math.max(Math.abs(left), Math.abs(right)); 587 }; 588 589 /** 590 * Determines if the left value is less than the right value. If the two values are within 591 * <code>absoluteEpsilon</code> of each other, they are considered equal and this function returns false. 592 * 593 * @param {Number} left The first number to compare. 594 * @param {Number} right The second number to compare. 595 * @param {Number} absoluteEpsilon The absolute epsilon to use in comparison. 596 * @returns {Boolean} <code>true</code> if <code>left</code> is less than <code>right</code> by more than 597 * <code>absoluteEpsilon<code>. <code>false</code> if <code>left</code> is greater or if the two 598 * values are nearly equal. 599 */ 600 CesiumMath.lessThan = function(left, right, absoluteEpsilon) { 601 if (!defined(left)) { 602 throw new DeveloperError('first is required.'); 603 } 604 if (!defined(right)) { 605 throw new DeveloperError('second is required.'); 606 } 607 if (!defined(absoluteEpsilon)) { 608 throw new DeveloperError('relativeEpsilon is required.'); 609 } 610 return left - right < -absoluteEpsilon; 611 }; 612 613 /** 614 * Determines if the left value is less than or equal to the right value. If the two values are within 615 * <code>absoluteEpsilon</code> of each other, they are considered equal and this function returns true. 616 * 617 * @param {Number} left The first number to compare. 618 * @param {Number} right The second number to compare. 619 * @param {Number} absoluteEpsilon The absolute epsilon to use in comparison. 620 * @returns {Boolean} <code>true</code> if <code>left</code> is less than <code>right</code> or if the 621 * the values are nearly equal. 622 */ 623 CesiumMath.lessThanOrEquals = function(left, right, absoluteEpsilon) { 624 if (!defined(left)) { 625 throw new DeveloperError('first is required.'); 626 } 627 if (!defined(right)) { 628 throw new DeveloperError('second is required.'); 629 } 630 if (!defined(absoluteEpsilon)) { 631 throw new DeveloperError('relativeEpsilon is required.'); 632 } 633 return left - right < absoluteEpsilon; 634 }; 635 636 /** 637 * Determines if the left value is greater the right value. If the two values are within 638 * <code>absoluteEpsilon</code> of each other, they are considered equal and this function returns false. 639 * 640 * @param {Number} left The first number to compare. 641 * @param {Number} right The second number to compare. 642 * @param {Number} absoluteEpsilon The absolute epsilon to use in comparison. 643 * @returns {Boolean} <code>true</code> if <code>left</code> is greater than <code>right</code> by more than 644 * <code>absoluteEpsilon<code>. <code>false</code> if <code>left</code> is less or if the two 645 * values are nearly equal. 646 */ 647 CesiumMath.greaterThan = function(left, right, absoluteEpsilon) { 648 if (!defined(left)) { 649 throw new DeveloperError('first is required.'); 650 } 651 if (!defined(right)) { 652 throw new DeveloperError('second is required.'); 653 } 654 if (!defined(absoluteEpsilon)) { 655 throw new DeveloperError('relativeEpsilon is required.'); 656 } 657 return left - right > absoluteEpsilon; 658 }; 659 660 /** 661 * Determines if the left value is greater than or equal to the right value. If the two values are within 662 * <code>absoluteEpsilon</code> of each other, they are considered equal and this function returns true. 663 * 664 * @param {Number} left The first number to compare. 665 * @param {Number} right The second number to compare. 666 * @param {Number} absoluteEpsilon The absolute epsilon to use in comparison. 667 * @returns {Boolean} <code>true</code> if <code>left</code> is greater than <code>right</code> or if the 668 * the values are nearly equal. 669 */ 670 CesiumMath.greaterThanOrEquals = function(left, right, absoluteEpsilon) { 671 if (!defined(left)) { 672 throw new DeveloperError('first is required.'); 673 } 674 if (!defined(right)) { 675 throw new DeveloperError('second is required.'); 676 } 677 if (!defined(absoluteEpsilon)) { 678 throw new DeveloperError('relativeEpsilon is required.'); 679 } 680 return left - right > -absoluteEpsilon; 681 }; 682 683 var factorials = [1]; 684 685 /** 686 * Computes the factorial of the provided number. 687 * 688 * @param {Number} n The number whose factorial is to be computed. 689 * @returns {Number} The factorial of the provided number or undefined if the number is less than 0. 690 * 691 * @exception {DeveloperError} A number greater than or equal to 0 is required. 692 * 693 * 694 * @example 695 * //Compute 7!, which is equal to 5040 696 * var computedFactorial = Cesium.Math.factorial(7); 697 * 698 * @see {@link http://en.wikipedia.org/wiki/Factorial|Factorial on Wikipedia} 699 */ 700 CesiumMath.factorial = function(n) { 701 if (typeof n !== 'number' || n < 0) { 702 throw new DeveloperError('A number greater than or equal to 0 is required.'); 703 } 704 705 var length = factorials.length; 706 if (n >= length) { 707 var sum = factorials[length - 1]; 708 for (var i = length; i <= n; i++) { 709 var next = sum * i; 710 factorials.push(next); 711 sum = next; 712 } 713 } 714 return factorials[n]; 715 }; 716 717 /** 718 * Increments a number with a wrapping to a minimum value if the number exceeds the maximum value. 719 * 720 * @param {Number} [n] The number to be incremented. 721 * @param {Number} [maximumValue] The maximum incremented value before rolling over to the minimum value. 722 * @param {Number} [minimumValue=0.0] The number reset to after the maximum value has been exceeded. 723 * @returns {Number} The incremented number. 724 * 725 * @exception {DeveloperError} Maximum value must be greater than minimum value. 726 * 727 * @example 728 * var n = Cesium.Math.incrementWrap(5, 10, 0); // returns 6 729 * var n = Cesium.Math.incrementWrap(10, 10, 0); // returns 0 730 */ 731 CesiumMath.incrementWrap = function(n, maximumValue, minimumValue) { 732 minimumValue = defaultValue(minimumValue, 0.0); 733 734 if (!defined(n)) { 735 throw new DeveloperError('n is required.'); 736 } 737 if (maximumValue <= minimumValue) { 738 throw new DeveloperError('maximumValue must be greater than minimumValue.'); 739 } 740 741 ++n; 742 if (n > maximumValue) { 743 n = minimumValue; 744 } 745 return n; 746 }; 747 748 /** 749 * Determines if a positive integer is a power of two. 750 * 751 * @param {Number} n The positive integer to test. 752 * @returns {Boolean} <code>true</code> if the number if a power of two; otherwise, <code>false</code>. 753 * 754 * @exception {DeveloperError} A number greater than or equal to 0 is required. 755 * 756 * @example 757 * var t = Cesium.Math.isPowerOfTwo(16); // true 758 * var f = Cesium.Math.isPowerOfTwo(20); // false 759 */ 760 CesiumMath.isPowerOfTwo = function(n) { 761 if (typeof n !== 'number' || n < 0) { 762 throw new DeveloperError('A number greater than or equal to 0 is required.'); 763 } 764 765 return (n !== 0) && ((n & (n - 1)) === 0); 766 }; 767 768 /** 769 * Computes the next power-of-two integer greater than or equal to the provided positive integer. 770 * 771 * @param {Number} n The positive integer to test. 772 * @returns {Number} The next power-of-two integer. 773 * 774 * @exception {DeveloperError} A number greater than or equal to 0 is required. 775 * 776 * @example 777 * var n = Cesium.Math.nextPowerOfTwo(29); // 32 778 * var m = Cesium.Math.nextPowerOfTwo(32); // 32 779 */ 780 CesiumMath.nextPowerOfTwo = function(n) { 781 if (typeof n !== 'number' || n < 0) { 782 throw new DeveloperError('A number greater than or equal to 0 is required.'); 783 } 784 785 // From http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 786 --n; 787 n |= n >> 1; 788 n |= n >> 2; 789 n |= n >> 4; 790 n |= n >> 8; 791 n |= n >> 16; 792 ++n; 793 794 return n; 795 }; 796 797 /** 798 * Constraint a value to lie between two values. 799 * 800 * @param {Number} value The value to constrain. 801 * @param {Number} min The minimum value. 802 * @param {Number} max The maximum value. 803 * @returns {Number} The value clamped so that min <= value <= max. 804 */ 805 CesiumMath.clamp = function(value, min, max) { 806 if (!defined(value)) { 807 throw new DeveloperError('value is required'); 808 } 809 if (!defined(min)) { 810 throw new DeveloperError('min is required.'); 811 } 812 if (!defined(max)) { 813 throw new DeveloperError('max is required.'); 814 } 815 return value < min ? min : value > max ? max : value; 816 }; 817 818 var randomNumberGenerator = new MersenneTwister(); 819 820 /** 821 * Sets the seed used by the random number generator 822 * in {@link CesiumMath#nextRandomNumber}. 823 * 824 * @param {Number} seed An integer used as the seed. 825 */ 826 CesiumMath.setRandomNumberSeed = function(seed) { 827 if (!defined(seed)) { 828 throw new DeveloperError('seed is required.'); 829 } 830 831 randomNumberGenerator = new MersenneTwister(seed); 832 }; 833 834 /** 835 * Generates a random floating point number in the range of [0.0, 1.0) 836 * using a Mersenne twister. 837 * 838 * @returns {Number} A random number in the range of [0.0, 1.0). 839 * 840 * @see CesiumMath.setRandomNumberSeed 841 * @see {@link http://en.wikipedia.org/wiki/Mersenne_twister|Mersenne twister on Wikipedia} 842 */ 843 CesiumMath.nextRandomNumber = function() { 844 return randomNumberGenerator.random(); 845 }; 846 847 /** 848 * Generates a random number between two numbers. 849 * 850 * @param {Number} min The minimum value. 851 * @param {Number} max The maximum value. 852 * @returns {Number} A random number between the min and max. 853 */ 854 CesiumMath.randomBetween = function(min, max) { 855 return CesiumMath.nextRandomNumber() * (max - min) + min; 856 }; 857 858 /** 859 * Computes <code>Math.acos(value)</code>, but first clamps <code>value</code> to the range [-1.0, 1.0] 860 * so that the function will never return NaN. 861 * 862 * @param {Number} value The value for which to compute acos. 863 * @returns {Number} The acos of the value if the value is in the range [-1.0, 1.0], or the acos of -1.0 or 1.0, 864 * whichever is closer, if the value is outside the range. 865 */ 866 CesiumMath.acosClamped = function(value) { 867 if (!defined(value)) { 868 throw new DeveloperError('value is required.'); 869 } 870 return Math.acos(CesiumMath.clamp(value, -1.0, 1.0)); 871 }; 872 873 /** 874 * Computes <code>Math.asin(value)</code>, but first clamps <code>value</code> to the range [-1.0, 1.0] 875 * so that the function will never return NaN. 876 * 877 * @param {Number} value The value for which to compute asin. 878 * @returns {Number} The asin of the value if the value is in the range [-1.0, 1.0], or the asin of -1.0 or 1.0, 879 * whichever is closer, if the value is outside the range. 880 */ 881 CesiumMath.asinClamped = function(value) { 882 if (!defined(value)) { 883 throw new DeveloperError('value is required.'); 884 } 885 return Math.asin(CesiumMath.clamp(value, -1.0, 1.0)); 886 }; 887 888 /** 889 * Finds the chord length between two points given the circle's radius and the angle between the points. 890 * 891 * @param {Number} angle The angle between the two points. 892 * @param {Number} radius The radius of the circle. 893 * @returns {Number} The chord length. 894 */ 895 CesiumMath.chordLength = function(angle, radius) { 896 if (!defined(angle)) { 897 throw new DeveloperError('angle is required.'); 898 } 899 if (!defined(radius)) { 900 throw new DeveloperError('radius is required.'); 901 } 902 return 2.0 * radius * Math.sin(angle * 0.5); 903 }; 904 905 /** 906 * Finds the logarithm of a number to a base. 907 * 908 * @param {Number} number The number. 909 * @param {Number} base The base. 910 * @returns {Number} The result. 911 */ 912 CesiumMath.logBase = function(number, base) { 913 if (!defined(number)) { 914 throw new DeveloperError('number is required.'); 915 } 916 if (!defined(base)) { 917 throw new DeveloperError('base is required.'); 918 } 919 return Math.log(number) / Math.log(base); 920 }; 921 922 /** 923 * Finds the cube root of a number. 924 * Returns NaN if <code>number</code> is not provided. 925 * 926 * @function 927 * @param {Number} [number] The number. 928 * @returns {Number} The result. 929 */ 930 CesiumMath.cbrt = defaultValue(Math.cbrt, function cbrt(number) { 931 var result = Math.pow(Math.abs(number), 1.0 / 3.0); 932 return number < 0.0 ? -result : result; 933 }); 934 935 /** 936 * Finds the base 2 logarithm of a number. 937 * 938 * @function 939 * @param {Number} number The number. 940 * @returns {Number} The result. 941 */ 942 CesiumMath.log2 = defaultValue(Math.log2, function log2(number) { 943 return Math.log(number) * Math.LOG2E; 944 }); 945 946 /** 947 * @private 948 */ 949 CesiumMath.fog = function(distanceToCamera, density) { 950 var scalar = distanceToCamera * density; 951 return 1.0 - Math.exp(-(scalar * scalar)); 952 }; 953 954 /** 955 * Computes a fast approximation of Atan for input in the range [-1, 1]. 956 * 957 * Based on Michal Drobot's approximation from ShaderFastLibs, 958 * which in turn is based on "Efficient approximations for the arctangent function," 959 * Rajan, S. Sichun Wang Inkol, R. Joyal, A., May 2006. 960 * Adapted from ShaderFastLibs under MIT License. 961 * 962 * @param {Number} x An input number in the range [-1, 1] 963 * @returns {Number} An approximation of atan(x) 964 */ 965 CesiumMath.fastApproximateAtan = function(x) { 966 Check.typeOf.number('x', x); 967 968 return x * (-0.1784 * Math.abs(x) - 0.0663 * x * x + 1.0301); 969 }; 970 971 /** 972 * Computes a fast approximation of Atan2(x, y) for arbitrary input scalars. 973 * 974 * Range reduction math based on nvidia's cg reference implementation: http://developer.download.nvidia.com/cg/atan2.html 975 * 976 * @param {Number} x An input number that isn't zero if y is zero. 977 * @param {Number} y An input number that isn't zero if x is zero. 978 * @returns {Number} An approximation of atan2(x, y) 979 */ 980 CesiumMath.fastApproximateAtan2 = function(x, y) { 981 Check.typeOf.number('x', x); 982 Check.typeOf.number('y', y); 983 984 // atan approximations are usually only reliable over [-1, 1] 985 // So reduce the range by flipping whether x or y is on top based on which is bigger. 986 var opposite; 987 var adjacent; 988 var t = Math.abs(x); // t used as swap and atan result. 989 opposite = Math.abs(y); 990 adjacent = Math.max(t, opposite); 991 opposite = Math.min(t, opposite); 992 993 var oppositeOverAdjacent = opposite / adjacent; 994 if (isNaN(oppositeOverAdjacent)) { 995 throw new DeveloperError('either x or y must be nonzero'); 996 } 997 t = CesiumMath.fastApproximateAtan(oppositeOverAdjacent); 998 999 // Undo range reduction 1000 t = Math.abs(y) > Math.abs(x) ? CesiumMath.PI_OVER_TWO - t : t; 1001 t = x < 0.0 ? CesiumMath.PI - t : t; 1002 t = y < 0.0 ? -t : t; 1003 return t; 1004 }; 1005 1006 return CesiumMath; 1007 });
参考:https://cesium.com/downloads/cesiumjs/releases/b29/Documentation/CesiumMath.html
https://cesium.com/downloads/cesiumjs/releases/1.62/
https://cesium.com/downloads/cesiumjs/releases/1.62/Build/Documentation/index.html