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