/** * Camera-rig feel math: the pure per-frame computations behind the first-person * camera (eye-height crouch blending, head bob, tracking smoothing, pitch * clamping). Kept alongside movementModel.ts so a renderer-side controller can * apply the results to its own three.js camera/vectors without owning the math. */ export declare const CAMERA_PITCH_LIMIT = 1.45; /** @internal */ export declare function clampCameraPitch(pitch: number): number; /** @internal */ export declare function resolveTargetEyeHeight(crouching: boolean, grounded: boolean): number; /** @internal */ export declare function advanceEyeHeight(currentEyeHeight: number, targetEyeHeight: number, deltaSeconds: number): number; /** @internal */ export declare function resolveHeadBobRate(crouching: boolean, running: boolean): number; /** @internal */ export declare function resolveHeadBobAmplitude(crouching: boolean, running: boolean, grounded: boolean): number; /** @internal */ export declare function advanceHeadBobTime(currentHeadBobTime: number, moving: boolean, grounded: boolean, bobRate: number, deltaSeconds: number): number; /** @internal */ export declare function resolveHeadBobOffset(headBobTime: number, bobAmplitude: number): number; /** @internal */ export declare function resolveCameraTrackingBlend(deltaSeconds: number): number;