export interface Gaze { x: number; y: number; } export interface PointerLook extends Gaze { weight: number; } export interface EyeGazes { left: Gaze; right: Gaze; } export declare const centeredGaze: () => Gaze; export declare const inactivePointer: () => PointerLook; /** Geometric canvas coordinates retain the target's position, even outside the canvas. */ export declare function pointerLook(pointer: { clientX: number; clientY: number; }, bounds: { left: number; top: number; width: number; height: number; }): PointerLook; export declare function easePointer(current: PointerLook, target: PointerLook, seconds: number, immediate?: boolean): PointerLook; /** Solve in the projected eye's own axes, then gently saturate travel with distance. */ export declare function gazeAtPoint(pointer: Gaze, center: Gaze, right: Gaze, up: Gaze): Gaze; export declare function localGaze(gaze: Gaze, rotation: number): Gaze; export declare function clampGaze({ x, y }: Gaze): Gaze; export declare function pointerGaze(pointer: { clientX: number; clientY: number; }, bounds: { left: number; top: number; width: number; height: number; }): Gaze; /** Time-based easing, shared by the studio and paused or playing app characters. */ export declare function easeGaze(current: Gaze, target: Gaze, seconds: number, immediate?: boolean): Gaze; /** Keep the complete white dot inside the eye, with a small margin at every angle. */ export declare function irisOffset(radius: number, gaze: Gaze, eyeRotation?: number, cheeks?: boolean | number): Gaze; //# sourceMappingURL=gaze.d.ts.map