/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Math = {

	PI2: Math.PI * 2,
	DegreeToRadiansFactor: Math.PI / 180,
	RadianToDegreesFactor: 180 / Math.PI,

	generateUUID: function () {

		// http://www.broofa.com/Tools/Math.uuid.htm
		
		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
		var uuid = new Array(36);
		var rnd = 0, r;

		return function () {

			for ( var i = 0; i < 36; i ++ ) {

				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
			
					uuid[ i ] = '-';
			
				} else if ( i == 14 ) {
			
					uuid[ i ] = '4';
			
				} else {
			
					if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
					r = rnd & 0xf;
					rnd = rnd >> 4;
					uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];

				}
			}
			
			return uuid.join('');

		};

	}(),

	// Clamp value to range <a, b>

	clamp: function ( x, a, b ) {

		return ( x < a ) ? a : ( ( x > b ) ? b : x );

	},

	// Clamp value to range <a, inf)

	clampBottom: function ( x, a ) {

		return x < a ? a : x;

	},

	// Linear mapping from range <a1, a2> to range <b1, b2>

	mapLinear: function ( x, a1, a2, b1, b2 ) {

		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );

	},

	// http://en.wikipedia.org/wiki/Smoothstep

	smoothstep: function ( x, min, max ) {

		if ( x <= min ) return 0;
		if ( x >= max ) return 1;

		x = ( x - min )/( max - min );

		return x*x*(3 - 2*x);

	},

	smootherstep: function ( x, min, max ) {

		if ( x <= min ) return 0;
		if ( x >= max ) return 1;

		x = ( x - min )/( max - min );

		return x*x*x*(x*(x*6 - 15) + 10);

	},

	// Random float from <0, 1> with 16 bits of randomness
	// (standard Math.random() creates repetitive patterns when applied over larger space)

	random16: function () {

		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;

	},

	// Random integer from <low, high> interval

	randInt: function ( low, high ) {

		return low + Math.floor( Math.random() * ( high - low + 1 ) );

	},

	// Random float from <low, high> interval

	randFloat: function ( low, high ) {

		return low + Math.random() * ( high - low );

	},

	// Random float from <-range/2, range/2> interval

	randFloatSpread: function ( range ) {

		return range * ( 0.5 - Math.random() );

	},

	sign: function ( x ) {

		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;

	},

	degToRad: function ( degrees ) {

		return degrees * this.DegreeToRadiansFactor;

	},

	radToDeg: function ( radians ) {

		return radians * this.RadianToDegreesFactor;

	},

	isPowerOfTwo: function ( value ) {
		return ( value & ( value - 1 ) ) === 0 && value !== 0;
	}

};
