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polygonjs-engine

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node-based webgl 3D engine https://polygonjs.com

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import { LngLatLike, Vector2Like } from '../../types/GlobalTypes'; import { Triangle } from 'three/src/math/Triangle'; export declare class CoreMath { static Easing: { linear: (t: number) => number; ease_i: (t: number, power: number) => number; ease_o: (t: number, power: number) => number; ease_io: (t: number, power: number) => number; ease_i2: (t: number) => number; ease_o2: (t: number) => number; ease_io2: (t: number) => number; ease_i3: (t: number) => number; ease_o3: (t: number) => number; ease_io3: (t: number) => number; ease_i4: (t: number) => number; ease_o4: (t: number) => number; ease_io4: (t: number) => number; ease_i_sin: (t: number) => number; ease_o_sin: (t: number) => number; ease_io_sin: (t: number) => number; ease_i_elastic: (t: number) => number; ease_o_elastic: (t: number) => number; ease_io_elastic: (t: number) => number; }; static clamp(val: number, min: number, max: number): number; static fit01(val: number, dest_min: number, dest_max: number): number; static fit(val: number, src_min: number, src_max: number, dest_min: number, dest_max: number): number; static blend(num0: number, num1: number, blend: number): number; static degrees_to_radians(degrees: number): number; static radians_to_degrees(radians: number): number; static deg2rad(deg: number): number; static rad2deg(rad: number): number; static fract: (number: number) => number; static rand(number: number): number; static round(number: number, step_size: number): number; static highest_even(number: number): number; private static _vec; static rand_float(x: number, y?: number): number; static rand_vec2(uv: Vector2Like): number; static geodesic_distance(lnglat1: LngLatLike, lnglat2: LngLatLike): number; private static _triangle_mid; private static _triangle_mid_to_corner; static expand_triangle(triangle: Triangle, margin: number): void; static nearestPower2(num: number): number; }