/**
 * Based on a 2016 GDC talk by Squirrel Eiserloh "Math for Game Programmers: Juicing Your Cameras With Math"
 */
export class CameraShake {
    time: number;
    /**
     * Shake rotational limits, yaw, pitch and roll
     * @type {Vector3}
     */
    limitsRotation: Vector3;
    /**
     * Shake offset limits
     * @type {Vector3}
     */
    limitsOffset: Vector3;
    noiseRotataionX: (x: number, y: number) => number;
    noiseRotataionY: (x: number, y: number) => number;
    noiseRotataionZ: (x: number, y: number) => number;
    noiseOffsetX: (x: number, y: number) => number;
    noiseOffsetY: (x: number, y: number) => number;
    noiseOffsetZ: (x: number, y: number) => number;
    /**
     *
     * @param {number} value between 0 and 1
     * @param {number} time
     * @param {Vector3} offset
     * @param {Vector3} rotation
     */
    read(value: number, time: number, offset: Vector3, rotation: Vector3): void;
}
import Vector3 from "../../../core/geom/Vector3.js";
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