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@osbjs/osbjs

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a minimalist osu! storyboarding framework

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } }); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __exportStar = (this && this.__exportStar) || function(m, exports) { for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p); }; Object.defineProperty(exports, "__esModule", { value: true }); exports.precise = exports.normalize = exports.interpolate = exports.lerp = exports.clamp = exports.radToDeg = exports.degToRad = void 0; __exportStar(require("./Vector2"), exports); __exportStar(require("./Vector3"), exports); __exportStar(require("./Vector4"), exports); __exportStar(require("./Quaternion"), exports); __exportStar(require("./Matrix3"), exports); __exportStar(require("./Matrix4"), exports); __exportStar(require("./Easing"), exports); __exportStar(require("./RandomNumbers"), exports); function degToRad(degrees) { return (degrees * Math.PI) / 180; } exports.degToRad = degToRad; function radToDeg(radians) { return (radians * 180) / Math.PI; } exports.radToDeg = radToDeg; function clamp(value, min, max) { return Math.max(min, Math.min(max, value)); } exports.clamp = clamp; function lerp(x, xMin, xMax, yMin, yMax) { return yMin + (x - xMin) * ((yMax - yMin) / (xMax - xMin)); } exports.lerp = lerp; function interpolate(x, xMin, xMax, yMin, yMax) { return lerp(x, xMin, xMax, yMin, yMax); } exports.interpolate = interpolate; function normalize(x, max, min) { return (x - min) / (max - min); } exports.normalize = normalize; function precise(x, precision = 5) { return Number(x.toPrecision(precision)); } exports.precise = precise;