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MIT - MIT LicenseLibrary with useful math functions like clamp
and random
with parameters and simple geometry classes. Library mostly oriented to be used with any kind of simple graphics. Also class objects support chaining.
TypeScript code transpiled to ES3 JavaScript.
npm i @0x2e757/math-ext
import { ... } from "@0x2e757/math-ext";
interface IRange {
start: number;
end: number;
}
interface IPoint {
x: number;
y: number;
z: number;
}
interface IRect {
left: number;
top: number;
right: number;
bottom: number;
}
clamp = (value: number, min: number, max: number) => number
clamp = (value: number, range: IRange) => number
round = (value: number, fractionDigits: number) => number
random = (min: number, max: number) => number
random = (min: number, max: number, integer: boolean) => number
random = (range: IRange) => number
random = (range: IRange, integer: boolean) => number
new Range(start: number, end: number) => Range
new Range(range: IRange) => Range
shift = (offset: number) => Range
shift = (offsetStart: number, offsetEnd: number) => Range
multiply = (multiplier: number) => Range
multiply = (multiplierStart: number, multiplierEnd: number) => Range
clamp = (min: number, max: number) => Range
clamp = (minStart: number, maxStart: number, minEnd: number, maxEnd: number) => Range
clamp = (range: IRange) => Range
clamp = (rangeStart: IRange, rangeEnd: IRange) => Range
clampStart = (min: number, max: number) => Range
clampStart = (range: IRange) => Range
clampEnd = (min: number, max: number) => Range
clampEnd = (range: IRange) => Range
round = (fractionDigits: number) => Range
round = (fractionDigitsStart: number, fractionDigitsEnd: number) => Range
roundStart = (fractionDigits: number) => Range
roundEnd = (fractionDigits: number) => Range
normalize = () => Range
contains = (value: number) => boolean
contains = (range: IRange) => boolean
new Point() => Point
new Point(x: number) => Point
new Point(x: number, y: number) => Point
new Point(x: number, y: number, z: number) => Point
new Point(point: IPoint) => Point
shift = (offsetX: number) => Point
shift = (offsetX: number, offsetY: number) => Point
shift = (offsetX: number, offsetY: number, offsetZ: number) => Point
shift = (point: IPoint) => Point
shiftX = (offset: number) => Point
shiftY = (offset: number) => Point
shiftZ = (offset: number) => Point
multiply = (multiplierX: number) => Point
multiply = (multiplierX: number, multiplierY: number) => Point
multiply = (multiplierX: number, multiplierY: number, multiplierZ: number) => Point
multiplyX = (multiplier: number) => Point
multiplyY = (multiplier: number) => Point
multiplyZ = (multiplier: number) => Point
clamp = (min: number, max: number) => Point
clamp = (minX: number, maxX: number, minY: number, maxY: number, minZ: number, maxZ: number) => Point
clamp = (range: IRange) => Point
clamp = (rangeX: IRange, rangeY: IRange, rangeZ: IRange) => Point
clampX = (min: number, max: number) => Point
clampX = (range: IRange) => Point
clampY = (min: number, max: number) => Point
clampY = (range: IRange) => Point
clampZ = (min: number, max: number) => Point
clampZ = (range: IRange) => Point
round = (fractionDigits: number) => Point
round = (fractionDigitsX: number, fractionDigitsY: number, fractionDigitsZ: number) => Point
roundX = (fractionDigits: number) => Point
roundY = (fractionDigits: number) => Point
roundZ = (fractionDigits: number) => Point
distance = (point: IPoint) => number
new Rect() => Rect
new Rect(left: number, top: number, right: number, bottom: number) => Rect
new Rect(topLeft: IPoint, bottomRight: IPoint) => Rect
new Rect(rect: IRect) => Rect
shift = (offsetHorizontal: number, offsetVertical: number) => Rect
shift = (offsetLeft: number, offsetTop: number, offsetRight: number, offsetBottom: number) => Rect
shift = (offset: IPoint) => Rect
shiftLeft = (offset: number) => Rect
shiftTop = (offset: number) => Rect
shiftRight = (offset: number) => Rect
shiftBottom = (offset: number) => Rect
shiftHorizontal = (offset: number) => Rect
shiftHorizontal = (offsetLeft: number, offsetRight: number) => Rect
shiftVertical = (offset: number) => Rect
shiftVertical = (offsetTop: number, offsetBottom: number) => Rect
shiftTopLeft = (offset: IPoint) => Rect
shiftTopLeft = (offsetLeft: number, offsetTop: number) => Rect
shiftTopRight = (offset: IPoint) => Rect
shiftTopRight = (offsetRight: number, offsetTop: number) => Rect
shiftBottomLeft = (offset: IPoint) => Rect
shiftBottomLeft = (offsetLeft: number, offsetBottom: number) => Rect
shiftBottomRight = (offset: IPoint) => Rect
shiftBottomRight = (offsetRight: number, offsetBottom: number) => Rect
multiply = (multiplier: number) => Rect
multiply = (multiplierHorizontal: number, multiplierVertical: number) => Rect
multiplyHorizontal = (multiplier: number) => Rect
multiplyVertical = (multiplier: number) => Rect
clamp = (min: number, max: number) => Rect
clamp = (minHorizontal: number, maxHorizontal: number, minVertical: number, maxVertical: number) => Rect
clamp = (minLeft: number, maxLeft: number, minTop: number, maxTop: number, minRight: number, maxRight: number, minBottom: number, maxBottom: number) => Rect
clamp = (rect: IRect) => Rect
clamp = (rangeHorizontal: IRange, rangeVertical: IRange) => Rect
clamp = (rangeLeft: IRange, rangeTop: IRange, rangeRight: IRange, rangeBottom: IRange) => Rect
clampLeft = (min: number, max: number) => Rect
clampLeft = (range: IRange) => Rect
clampTop = (min: number, max: number) => Rect
clampTop = (range: IRange) => Rect
clampRight = (min: number, max: number) => Rect
clampRight = (range: IRange) => Rect
clampBottom = (min: number, max: number) => Rect
clampBottom = (range: IRange) => Rect
clampHorizontal = (min: number, max: number) => Rect
clampHorizontal = (range: IRange) => Rect
clampVertical = (min: number, max: number) => Rect
clampVertical = (range: IRange) => Rect
clampTopLeft = (min: number, max: number) => Rect
clampTopLeft = (range: IRange) => Rect
clampTopRight = (min: number, max: number) => Rect
clampTopRight = (range: IRange) => Rect
clampBottomLeft = (min: number, max: number) => Rect
clampBottomLeft = (range: IRange) => Rect
clampBottomRight = (min: number, max: number) => Rect
clampBottomRight = (range: IRange) => Rect
round = (fractionDigits: number) => Rect
round = (fractionDigitsHorizontal: number, fractionDigitsVertical: number) => Rect
roundHorizontal = (fractionDigits: number) => Rect
roundVertical = (fractionDigits: number) => Rect
normalize = () => Rect
topLeft = () => IPoint
topLeft = (left: number, top: number) => Rect
topLeft = (topLeft: IPoint) => Rect
topRight = () => IPoint
topRight = (right: number, top: number) => Rect
topRight = (topRight: IPoint) => Rect
bottomLeft = () => IPoint
bottomLeft = (left: number, bottom: number) => Rect
bottomLeft = (bottomLeft: IPoint) => Rect
bottomRight = () => IPoint
bottomRight = (right: number, bottom: number) => Rect
bottomRight = (bottomRight: IPoint) => Rect
width = () => number
width = (width: number) => Rect
height = () => number
height = (height: number) => Rect
contains = (point: IPoint) => boolean
contains = (rect: IRect) => boolean