How to use clamp01 method in wpt

Best JavaScript code snippet using wpt

easing.ts

Source: easing.ts Github

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...7 return lerp(from, to, easeMethod(t));8}9/​/​Linear10export function linear(t: number): number {11 t = clamp01(t);12 return t;13}14/​/​Sinusoidal15export function sinIn(t: number): number {16 t = clamp01(t);17 return Math.sin((t - 1) * HALF_PI) + 1;18}19export function sinOut(t: number): number {20 t = clamp01(t);21 return Math.sin(t * HALF_PI);22}23export function sinInOut(t: number): number {24 t = clamp01(t);25 return 0.5 * (1 - Math.cos(t * PI));26}27/​/​Quadratic28export function quadIn(t: number): number {29 t = clamp01(t);30 return t * t;31}32export function quadOut(t: number): number {33 t = clamp01(t);34 return -t * (t - 2);35}36export function quadInOut(t: number): number {37 t = clamp01(t);38 if (t < 0.5) {39 return 2 * t * t;40 } else {41 return -2 * t * t + 4 * t - 1;42 }43}44/​/​Cubic45export function cubIn(t: number): number {46 t = clamp01(t);47 return t * t * t;48}49export function cubOut(t: number): number {50 t = clamp01(t);51 const f = t - 1;52 return f * f * f + 1;53}54export function cubInOut(t: number): number {55 t = clamp01(t);56 if (t < 0.5) {57 return 4 * t * t * t;58 } else {59 const f = 2 * t - 2;60 return 0.5 * f * f * f + 1;61 }62}63/​/​Quartic64export function quartIn(t: number): number {65 t = clamp01(t);66 return t * t * t * t;67}68export function quartOut(t: number): number {69 t = clamp01(t);70 const f: number = t - 1;71 return f * f * f * (1 - t) + 1;72}73export function quartInOut(t: number): number {74 t = clamp01(t);75 if (t < 0.5) {76 return 8 * t * t * t * t;77 } else {78 const f: number = t - 1;79 return -8 * f * f * f * f + 1;80 }81}82/​/​Exponential83export function expoIn(t: number): number {84 t = clamp01(t);85 return t === 0.0 ? t : Math.pow(2, 10 * (t - 1));86}87export function expoOut(t: number): number {88 t = clamp01(t);89 return t === 1.0 ? t : 1 - Math.pow(2, -10 * t);90}91export function expoInOut(t: number): number {92 t = clamp01(t);93 if (t === 0.0 || t === 1.0) {94 return t;95 } else if (t < 0.5) {96 return 0.5 * Math.pow(2, 20 * t - 10);97 } else {98 return -0.5 * Math.pow(2, 10 - t * 20) + 1;99 }100}101/​/​Back102export function backIn(t: number): number {103 t = clamp01(t);104 return t * t * t - t * Math.sin(t * PI);105}106export function backOut(t: number): number {107 t = clamp01(t);108 const f: number = 1 - t;109 return 1 - (f * f * f - f * Math.sin(f * PI));110}111export function backInOut(t: number): number {112 t = clamp01(t);113 if (t < 0.5) {114 const f: number = 2 * t;115 return 0.5 * (f * f * f - f * Math.sin(f * PI));116 } else {117 const f: number = 1 - (2 * t - 1);118 return 0.5 * (1 - (f * f * f - f * Math.sin(f * PI))) + 0.5;119 }120}121/​/​Elastic122export function elasticIn(t: number): number {123 t = clamp01(t);124 return Math.sin((13 * t * PI) /​ 2) * Math.pow(2, 10 * (t - 1));125}126export function elasticOut(t: number): number {127 t = clamp01(t);128 return Math.sin((-13 * (t + 1) * PI) /​ 2) * Math.pow(2, -10 * t) + 1;129}130export function elasticInOut(t: number): number {131 t = clamp01(t);132 if (t < 0.5) {133 return 0.5 * Math.sin(((13 * PI) /​ 2) * 2 * t) * Math.pow(2, 10 * (2 * t - 1));134 } else {135 return 0.5 * Math.sin(((-13 * PI) /​ 2) * (2 * t - 1 + 1)) * Math.pow(2, -10 * (2 * t - 1)) + 1;136 }137}138/​/​Bounce139export function bounceIn(t: number): number {140 t = clamp01(t);141 return 1 - bounceOut(1 - t);142}143export function bounceOut(t: number): number {144 t = clamp01(t);145 const a = 4 /​ 11;146 const b = 8 /​ 11;147 const c = 9 /​ 10;148 const ca = 4356 /​ 361;149 const cb = 35442 /​ 1805;150 const cc = 16061 /​ 1805;151 const t2 = t * t;152 return t < a ? 7.5625 * t2 : t < b ? 9.075 * t2 - 9.9 * t + 3.4 : t < c ? ca * t2 - cb * t + cc : 10.8 * t * t - 20.52 * t + 10.72;153}154export function bounceInOut(t: number): number {155 t = clamp01(t);156 return t < 0.5 ? 0.5 * (1 - bounceOut(1 - t * 2)) : 0.5 * bounceOut(t * 2 - 1) + 0.5;...

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easings.ts

Source: easings.ts Github

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1export const glsl_easings = /​* glsl */​`2 float _clamp01(float x) {3 return x < 0.0 ? 0.0 : x > 1.0 ? 1.0 : x;4 }5 float easeIn1 (float x) {6 x = _clamp01(x);7 return x;8 }9 float easeIn2 (float x) {10 x = _clamp01(x);11 return x * x;12 }13 float easeIn3 (float x) {14 x = _clamp01(x);15 return x * x * x;16 }17 float easeIn4 (float x) {18 x = _clamp01(x);19 return x * x * x * x;20 }21 float easeIn5 (float x) {22 x = _clamp01(x);23 return x * x * x * x * x;24 }25 float easeIn6 (float x) {26 x = _clamp01(x);27 return x * x * x * x * x * x;28 }29 float easeOut1 (float x) {30 x = _clamp01(x);31 return x;32 }33 float easeOut2 (float x) {34 x = _clamp01(x);35 return 1.0 - (x = 1.0 - x) * x;36 }37 float easeOut3 (float x) {38 x = _clamp01(x);39 return 1.0 - (x = 1.0 - x) * x * x;40 }41 float easeOut4 (float x) {42 x = _clamp01(x);43 return 1.0 - (x = 1.0 - x) * x * x * x;44 }45 float easeOut5 (float x) {46 x = _clamp01(x);47 return 1.0 - (x = 1.0 - x) * x * x * x * x;48 }49 float easeOut6 (float x) {50 x = _clamp01(x);51 return 1.0 - (x = 1.0 - x) * x * x * x * x * x;52 }53 float easeInout1 (float x) {54 x = _clamp01(x);55 return x;56 }57 float easeInout2 (float x) {58 x = _clamp01(x);59 return x < 0.5 ? 2.0 * x * x : 1.0 - 2.0 * (x = 1.0 - x) * x;60 }61 float easeInout3 (float x) {62 x = _clamp01(x);63 return x < 0.5 ? 4.0 * x * x * x : 1.0 - 4.0 * (x = 1.0 - x) * x * x;64 }65 float easeInout4 (float x) {66 x = _clamp01(x);67 return x < 0.5 ? 8.0 * x * x * x * x : 1.0 - 8.0 * (x = 1.0 - x) * x * x * x;68 }69 float easeInout5 (float x) {70 x = _clamp01(x);71 return x < 0.5 ? 16.0 * x * x * x * x * x : 1.0 - 16.0 * (x = 1.0 - x) * x * x * x * x;72 }73 float easeInout6 (float x) {74 x = _clamp01(x);75 return x < 0.5 ? 32.0 * x * x * x * x * x * x : 1.0 - 32.0 * (x = 1.0 - x) * x * x * x * x * x;76 }77 float easeInout(float x, float p, float i) {78 return x <= 0.0 ? 0.0 :79 x >= 1.0 ? 1.0 :80 x <= i ? 1.0 /​ pow(i, p - 1.0) * pow(x, p) :81 1.0 - 1.0 /​ pow(1.0 - i, p - 1.0) * pow(1.0 - x, p);82 }...

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clamp01.spec.js

Source: clamp01.spec.js Github

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1import clamp01 from '@studiometa/​js-toolkit/​utils/​math/​clamp01';2describe('clamp01 method', () => {3 it('should clamp a value between 0 and 1', () => {4 expect(clamp01(0)).toBe(0);5 expect(clamp01(0.5)).toBe(0.5);6 expect(clamp01(1)).toBe(1);7 expect(clamp01(-1)).toBe(0);8 expect(clamp01(2)).toBe(1);9 });...

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Using AI Code Generation

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1var wptools = require('../​wptools.js');2var a = 2.0;3var b = 3.0;4var c = 4.0;5var d = 5.0;6var e = 6.0;7var f = 7.0;8var g = 8.0;9var h = 9.0;10var i = 10.0;11var j = 11.0;12var k = 12.0;13var l = 13.0;14var m = 14.0;15var n = 15.0;16var o = 16.0;17var p = 17.0;18var q = 18.0;19var r = 19.0;20var s = 20.0;21var t = 21.0;22var u = 22.0;23var v = 23.0;24var w = 24.0;25var x = 25.0;26var y = 26.0;27var z = 27.0;28var aa = 28.0;29var bb = 29.0;30var cc = 30.0;31var dd = 31.0;32var ee = 32.0;33var ff = 33.0;34var gg = 34.0;35var hh = 35.0;36var ii = 36.0;37var jj = 37.0;38var kk = 38.0;39var ll = 39.0;40var mm = 40.0;41var nn = 41.0;42var oo = 42.0;43var pp = 43.0;44var qq = 44.0;45var rr = 45.0;46var ss = 46.0;47var tt = 47.0;48var uu = 48.0;49var vv = 49.0;50var ww = 50.0;51var xx = 51.0;52var yy = 52.0;53var zz = 53.0;54var aaa = 54.0;55var bbb = 55.0;56var ccc = 56.0;57var ddd = 57.0;58var eee = 58.0;59var fff = 59.0;60var ggg = 60.0;

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Using AI Code Generation

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1var wptools = require('wptools');2var wp = wptools.page('Albert Einstein');3wp.clamp01(function(err, resp, infobox) {4 console.log(infobox);5});6{ birth_date: 'March 14, 1879',7 awards: 'Nobel Prize in Physics (1921)' }8var wp = wptools.page('Albert Einstein');9var wp = wptools.page('Albert Einstein', {10});11wp.getInfobox(function(err, resp, infobox) {12});13wp.getIntro(function(err, resp, intro) {14});15wp.getSummary(function(err, resp, summary) {16});

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Using AI Code Generation

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1var wptools = require('wptools');2var random = wptools.random;3var clamp01 = wptools.clamp01;4var r = random();5console.log(r);6var c = clamp01(2);7console.log(c);8### random(min, max)9### clamp01(n)10### map(n, start1, stop1, start2, stop2)11### lerp(start, stop, amt)12### easeInOutQuad(t, b, c, d)13### easeInCubic(t, b, c, d)14### easeOutCubic(t, b, c, d)15### easeInOutCubic(t, b, c, d)16### easeInQuart(t, b, c, d)17### easeOutQuart(t, b, c, d)18### easeInOutQuart(t, b, c, d)19### easeInQuint(t, b, c, d)20### easeOutQuint(t, b, c, d)21### easeInOutQuint(t, b, c, d)22### easeInSine(t, b, c, d)23### easeOutSine(t, b, c, d)24### easeInOutSine(t, b, c, d)25### easeInExpo(t, b, c, d)26### easeOutExpo(t, b, c, d)

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Using AI Code Generation

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1var wpton = require('wpton');2var r = wpton.clamp01(0.5);3### wpton.clamp01(value)4### wpton.clamp(value, min, max)5### wpton.degToRad(degrees)6### wpton.radToDeg(radians)7### wpton.distance(x1, y1, x2, y2)8### wpton.distanceSq(x1, y1, x2, y2)9### wpton.lerp(start, end, amount)10### wpton.lerpUnclamped(start, end, amount)11wpton.lerpUnclamped(0, 1, 1

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