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node_modules/maath/dist/declarations/src/easing.d.ts
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node_modules/maath/dist/declarations/src/easing.d.ts
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import { Vector2, Vector3, Vector4, Euler, Color, Matrix4, Quaternion, Spherical, ColorRepresentation } from "three";
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export declare const rsqw: (t: number, delta?: number, a?: number, f?: number) => number;
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export declare const exp: (t: number) => number;
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export declare const linear: (t: number) => number;
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export declare const sine: {
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in: (x: number) => number;
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out: (x: number) => number;
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inOut: (x: number) => number;
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};
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export declare const cubic: {
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in: (x: number) => number;
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out: (x: number) => number;
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inOut: (x: number) => number;
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};
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export declare const quint: {
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in: (x: number) => number;
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out: (x: number) => number;
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inOut: (x: number) => number;
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};
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export declare const circ: {
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in: (x: number) => number;
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out: (x: number) => number;
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inOut: (x: number) => number;
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};
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export declare const quart: {
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in: (t: number) => number;
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out: (t: number) => number;
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inOut: (t: number) => number;
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};
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export declare const expo: {
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in: (x: number) => number;
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out: (x: number) => number;
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inOut: (x: number) => number;
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};
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/**
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* Damp, based on Game Programming Gems 4 Chapter 1.10
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* Return value indicates whether the animation is still running.
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*/
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export declare function damp(
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/** The object */
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current: {
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[key: string]: any;
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},
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/** The key to animate */
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prop: string,
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/** To goal value */
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target: number,
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/** Approximate time to reach the target. A smaller value will reach the target faster. */
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smoothTime?: number,
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/** Frame delta, for refreshrate independence */
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delta?: number,
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/** Optionally allows you to clamp the maximum speed. If smoothTime is 0.25s and looks OK
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* going between two close points but not for points far apart as it'll move very rapid,
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* then a maxSpeed of e.g. 1 which will clamp the speed to 1 unit per second, it may now
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* take much longer than smoothTime to reach the target if it is far away. */
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maxSpeed?: number,
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/** Easing function */
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easing?: (t: number) => number,
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/** End of animation precision */
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eps?: number): boolean;
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export declare function dampLookAt(current: THREE.Object3D, target: number | [x: number, y: number, z: number] | Vector3, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): void;
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/**
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* DampAngle, with a shortest-path
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*/
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export declare function dampAngle(current: {
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[key: string]: any;
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}, prop: string, target: number, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function damp2(current: Vector2, target: number | [x: number, y: number] | Vector2, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function damp3(current: Vector3, target: number | [x: number, y: number, z: number] | Vector3, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function damp4(current: Vector4, target: number | [x: number, y: number, z: number, w: number] | Vector4, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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declare type EulerOrder = "XYZ" | "YXZ" | "ZXY" | "ZYX" | "YZX" | "XZY";
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export declare function dampE(current: Euler, target: [x: number, y: number, z: number, order?: EulerOrder] | Euler, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function dampC(current: Color, target: ColorRepresentation | [r: number, g: number, b: number], smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function dampQ(current: Quaternion, target: [x: number, y: number, z: number, w: number] | Quaternion, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function dampS(current: Spherical, target: [radius: number, phi: number, theta: number] | Spherical, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export declare function dampM(current: Matrix4, target: [
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n11: number,
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n12: number,
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n13: number,
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n14: number,
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n21: number,
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n22: number,
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n23: number,
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n24: number,
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n31: number,
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n32: number,
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n33: number,
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n34: number,
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n41: number,
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n42: number,
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n43: number,
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n44: number
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] | Matrix4, smoothTime?: number, delta?: number, maxSpeed?: number, easing?: (t: number) => number, eps?: number): boolean;
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export {};
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