MathUtils: { ceilPowerOfTwo: (value: number) => number; clamp: (value: number, min: number, max: number) => number; damp: (x: number, y: number, lambda: number, dt: number) => number; DEG2RAD: number; degToRad: (degrees: number) => number; denormalize: (value: number, array: number[]) => number; euclideanModulo: (n: number, m: number) => number; floorPowerOfTwo: (value: number) => number; generateUUID: () => string; inverseLerp: (x: number, y: number, value: number) => number; isPowerOfTwo: (value: number) => boolean; lerp: (x: number, y: number, t: number) => number; mapLinear: ( x: number, a1: number, a2: number, b1: number, b2: number, ) => number; normalize: (value: number, array: number[]) => number; pingpong: (x: number, length?: number) => number; RAD2DEG: number; radToDeg: (radians: number) => number; randFloat: (low: number, high: number) => number; randFloatSpread: (range: number) => number; randInt: (low: number, high: number) => number; seededRandom: (s: number) => number; setQuaternionFromProperEuler: ( q: Quaternion, a: number, b: number, c: number, order: EulerOrder, ) => void; smootherstep: (x: number, min: number, max: number) => number; smoothstep: (x: number, min: number, max: number) => number;} = ... Type declaration
ceilPowerOfTwo: (value: number) => number
clamp: (value: number, min: number, max: number) => number
damp: (x: number, y: number, lambda: number, dt: number) => number
DEG2RAD: number
degToRad: (degrees: number) => number
denormalize: (value: number, array: number[]) => number
euclideanModulo: (n: number, m: number) => number
floorPowerOfTwo: (value: number) => number
generateUUID: () => string
inverseLerp: (x: number, y: number, value: number) => number
isPowerOfTwo: (value: number) => boolean
lerp: (x: number, y: number, t: number) => number
mapLinear: (x: number, a1: number, a2: number, b1: number, b2: number) => number
normalize: (value: number, array: number[]) => number
pingpong: (x: number, length?: number) => number
RAD2DEG: number
radToDeg: (radians: number) => number
randFloat: (low: number, high: number) => number
randFloatSpread: (range: number) => number
randInt: (low: number, high: number) => number
seededRandom: (s: number) => number
setQuaternionFromProperEuler: (q: Quaternion, a: number, b: number, c: number, order: EulerOrder) => void
smootherstep: (x: number, min: number, max: number) => number
smoothstep: (x: number, min: number, max: number) => number