@types/three
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TypeScript definitions for three
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TypeScript
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;
};