import { Quaternion } from "./Quaternion.js"; /** * @see {@link https://github.com/mrdoob/three.js/blob/master/src/math/MathUtils.js|src/math/MathUtils.js} */ export const DEG2RAD: number; export const RAD2DEG: number; export function generateUUID(): string; /** * Clamps the x to be between a and b. * * @param value Value to be clamped. * @param min Minimum value. * @param max Maximum value. */ export function clamp(value: number, min: number, max: number): number; export function euclideanModulo(n: number, m: number): number; /** * Linear mapping of x from range [a1, a2] to range [b1, b2]. * * @param x Value to be mapped. * @param a1 Minimum value for range A. * @param a2 Maximum value for range A. * @param b1 Minimum value for range B. * @param b2 Maximum value for range B. */ export function mapLinear(x: number, a1: number, a2: number, b1: number, b2: number): number; export function inverseLerp(x: number, y: number, t: number): number; /** * Returns a value linearly interpolated from two known points based * on the given interval - t = 0 will return x and t = 1 will return y. * * @param x Start point. * @param y End point. * @param t interpolation factor in the closed interval [0, 1] */ export function lerp(x: number, y: number, t: number): number; /** * Smoothly interpolate a number from x toward y in a spring-like * manner using the dt to maintain frame rate independent movement. * * @param x Current point. * @param y Target point. * @param lambda A higher lambda value will make the movement more sudden, and a lower value will make the movement more gradual. * @param dt Delta time in seconds. */ export function damp(x: number, y: number, lambda: number, dt: number): number; /** * Returns a value that alternates between 0 and length. * * @param x The value to pingpong. * @param length The positive value the export function will pingpong to. Default is 1. */ export function pingpong(x: number, length?: number): number; export function smoothstep(x: number, min: number, max: number): number; export function smootherstep(x: number, min: number, max: number): number; /** * Random integer from low to high interval. */ export function randInt(low: number, high: number): number; /** * Random float from low to high interval. */ export function randFloat(low: number, high: number): number; /** * Random float from - range / 2 to range / 2 interval. */ export function randFloatSpread(range: number): number; /** * Deterministic pseudo-random float in the interval [ 0, 1 ]. */ export function seededRandom(seed?: number): number; export function degToRad(degrees: number): number; export function radToDeg(radians: number): number; export function isPowerOfTwo(value: number): boolean; export function ceilPowerOfTwo(value: number): number; export function floorPowerOfTwo(value: number): number; export function setQuaternionFromProperEuler(q: Quaternion, a: number, b: number, c: number, order: string): void; export function denormalize( value: number, array: Float32Array | Uint32Array | Uint16Array | Uint8Array | Int32Array | Int16Array | Int8Array, ): number; export function normalize( value: number, array: Float32Array | Uint32Array | Uint16Array | Uint8Array | Int32Array | Int16Array | Int8Array, ): number; export const MathUtils: { DEG2RAD: typeof DEG2RAD; RAD2DEG: typeof RAD2DEG; generateUUID: typeof generateUUID; clamp: typeof clamp; euclideanModulo: typeof euclideanModulo; mapLinear: typeof mapLinear; inverseLerp: typeof inverseLerp; lerp: typeof lerp; damp: typeof damp; pingpong: typeof pingpong; smoothstep: typeof smoothstep; smootherstep: typeof smootherstep; randInt: typeof randInt; randFloat: typeof randFloat; randFloatSpread: typeof randFloatSpread; seededRandom: typeof seededRandom; degToRad: typeof degToRad; radToDeg: typeof radToDeg; isPowerOfTwo: typeof isPowerOfTwo; ceilPowerOfTwo: typeof ceilPowerOfTwo; floorPowerOfTwo: typeof floorPowerOfTwo; setQuaternionFromProperEuler: typeof setQuaternionFromProperEuler; normalize: typeof normalize; denormalize: typeof denormalize; };