/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var MathSmoothStep = require('../math/SmoothStep'); /** * Smoothstep is a sigmoid-like interpolation and clamping function. * * The function depends on three parameters, the input x, the "left edge" * and the "right edge", with the left edge being assumed smaller than the right edge. * * The function receives a real number x as an argument and returns 0 if x is less than * or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly * interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the * smoothstep function is zero at both edges. * * This is convenient for creating a sequence of transitions using smoothstep to interpolate * each segment as an alternative to using more sophisticated or expensive interpolation techniques. * * @function Phaser.Actions.SmoothStep * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {string} property - The property of the Game Object to interpolate. * @param {number} min - The minimum interpolation value. * @param {number} max - The maximum interpolation value. * @param {boolean} [inc=false] - Should the property value be incremented (`true`) or set (`false`)? * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var SmoothStep = function (items, property, min, max, inc) { if (inc === undefined) { inc = false; } var step = Math.abs(max - min) / items.length; var i; if (inc) { for (i = 0; i < items.length; i++) { items[i][property] += MathSmoothStep(i * step, min, max); } } else { for (i = 0; i < items.length; i++) { items[i][property] = MathSmoothStep(i * step, min, max); } } return items; }; module.exports = SmoothStep;