import { Quaternion } from './Quaternion'; /** * @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 smoothstep(x: number, min: number, max: number): number; export function smootherstep(x: number, min: number, max: number): number; /** * Random float from 0 to 1 with 16 bits of randomness. * Standard Math.random() creates repetitive patterns when applied over larger space. * * @deprecated Use {@link Math#random Math.random()} */ export function random16(): 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 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; /** * @deprecated Use {@link Math#floorPowerOfTwo .floorPowerOfTwo()} */ export function nearestPowerOfTwo(value: number): number; /** * @deprecated Use {@link Math#ceilPowerOfTwo .ceilPowerOfTwo()} */ export function nextPowerOfTwo(value: number): number; export function floorPowerOfTwo(value: number): number; export function ceilPowerOfTwo(value: number): number; export function setQuaternionFromProperEuler(q: Quaternion, a: number, b: number, c: number, order: string): void;