/** Frame-rate-independent exponential decay toward `target`. * * Equivalent to `lerp(current, target, 1 - exp(-lambda * deltaTime))`. * Higher `lambda` = faster convergence. This is the classic "damp" function * from Freya Holmér / Game Math — it does not overshoot and is independent of * frame rate. `deltaTime` should be in seconds. * * Returns `current` when `deltaTime <= 0` or `lambda <= 0`. */ export declare function damp(current: number, target: number, lambda: number, deltaTime: number): number; /** Linearly interpolate between two angles `a` and `b` (radians) by factor `t`, * taking the shortest arc. * * `t` is not clamped. The result wraps naturally; there is no explicit * `normalizeAngle` call on the output — callers that need the result in a * specific range should normalize it themselves. */ export declare function lerpAngle(a: number, b: number, t: number): number; /** Move `current` toward `target` by at most `maxDelta`, without overshooting. * * `maxDelta` should be positive; passing a negative `maxDelta` moves away * from `target` instead. */ export declare function moveTowards(current: number, target: number, maxDelta: number): number; /** Bounce `t` back and forth over `[0, length]` like a ping-pong ball. * * `pingPong(t, 1)` cycles: 0 → 1 → 0 → 1 → … */ export declare function pingPong(t: number, length: number): number; /** Wrap `t` over `[0, length)`. * * `repeat(1.6, 1)` → `0.6`. Analogous to Unity's `Mathf.Repeat`. */ export declare function repeat(t: number, length: number): number; /** Hermite interpolation with a smoother quintic ease curve (Ken Perlin). * * Uses `6t⁵ - 15t⁴ + 10t³` — has zero first- _and_ second-derivative at the * edges, making it smoother than the cubic `smoothStep`. Commonly called * `smootherstep`. Returns 0 for `x <= edge0`, 1 for `x >= edge1`. */ export declare function smootherStep(edge0: number, edge1: number, x: number): number; //# sourceMappingURL=interpolationAdvanced.d.ts.map