declare namespace pc {
/**
* @name pc.math
* @namespace
* @description Math API
*/
namespace math {
/**
* @name pc.math.DEG_TO_RAD
* @description Conversion factor between degrees and radians
* @type Number
* @example
* // Convert 180 degrees to pi radians
* var rad = 180 * pc.math.DEG_TO_RAD;
*/
const DEG_TO_RAD: number;
/**
* @name pc.math.RAD_TO_DEG
* @description Conversion factor between degrees and radians
* @type Number
* @example
* // Convert pi radians to 180 degrees
* var deg = Math.PI * pc.math.RAD_TO_DEG;
*/
const RAD_TO_DEG: number;
/**
* @name pc.math.INV_LOG2
* @description Inverse log 2
* @type Number
*/
const INV_LOG2: number;
/**
* @function
* @name pc.math.clamp
* @description Clamp a number between min and max inclusive.
* @param {Number} value Number to clamp
* @param {Number} min Min value
* @param {Number} max Max value
* @returns {Number} The clamped value
*/
function clamp(value: number, min: number, max: number): number;
/**
* @function
* @name pc.math.intToBytes24
* @description Convert an 24 bit integer into an array of 3 bytes.
* @param {Number} i Number holding an integer value
* @returns {Number[]} An array of 3 bytes.
* @example
* // Set bytes to [0x11, 0x22, 0x33]
* var bytes = pc.math.intToBytes24(0x112233);
*/
function intToBytes24(i: number): [number, number, number];
/**
* @function
* @name pc.math.intToBytes32
* @description Convert an 32 bit integer into an array of 4 bytes.
* @returns {Number[]} An array of 4 bytes
* @param {Number} i Number holding an integer value
* @example
* // Set bytes to [0x11, 0x22, 0x33, 0x44]
* var bytes = pc.math.intToBytes32(0x11223344);
*/
function intToBytes32(i: number): [number, number, number, number];
/**
* @function
* @name pc.math.bytesToInt24
* @description Convert 3 8 bit Numbers into a single unsigned 24 bit Number.
* @example
* // Set result1 to 0x112233 from an array of 3 values
* var result1 = pc.math.bytesToInt24([0x11, 0x22, 0x33]);
*
* // Set result2 to 0x112233 from 3 discrete values
* var result2 = pc.math.bytesToInt24(0x11, 0x22, 0x33);
* @param {Number} r A single byte (0-255)
* @param {Number} g A single byte (0-255)
* @param {Number} b A single byte (0-255)
* @returns {Number} A single unsigned 24 bit Number.
*/
function bytesToInt24(r: number, g: number, b: number): number;
/**
* @function
* @name pc.math.bytesToInt32
* @description Convert 4 1-byte Numbers into a single unsigned 32bit Number.
* @returns {Number} A single unsigned 32bit Number.
* @example
* // Set result1 to 0x11223344 from an array of 4 values
* var result1 = pc.math.bytesToInt32([0x11, 0x22, 0x33, 0x44]);
*
* // Set result2 to 0x11223344 from 4 discrete values
* var result2 = pc.math.bytesToInt32(0x11, 0x22, 0x33, 0x44);
* @param {Number} r A single byte (0-255)
* @param {Number} g A single byte (0-255)
* @param {Number} b A single byte (0-255)
* @param {Number} a A single byte (0-255)
*/
function bytesToInt32(r: number, g: number, b: number, a: number): number
/**
* @function
* @name pc.math.lerp
* @returns {Number} The linear interpolation of two numbers.
* @description Calculates the linear interpolation of two numbers.
* @param {Number} a Number to linearly interpolate from.
* @param {Number} b Number to linearly interpolate to.
* @param {Number} alpha The value controlling the result of interpolation. When alpha is 0,
* a is returned. When alpha is 1, b is returned. Between 0 and 1, a linear interpolation between
* a and b is returned. alpha is clamped between 0 and 1.
*/
function lerp(a: number, b: number, alpha: number): number
/**
* @function
* @name pc.math.lerpAngle
* @description Calculates the linear interpolation of two angles ensuring that interpolation
* is correctly performed across the 360 to 0 degree boundary. Angles are supplied in degrees.
* @returns {Number} The linear interpolation of two angles
* @param {Number} a Angle (in degrees) to linearly interpolate from.
* @param {Number} b Angle (in degrees) to linearly interpolate to.
* @param {Number} alpha The value controlling the result of interpolation. When alpha is 0,
* a is returned. When alpha is 1, b is returned. Between 0 and 1, a linear interpolation between
* a and b is returned. alpha is clamped between 0 and 1.
*/
function lerpAngle(a: number, b: number, alpha: number): number;
/**
* @function
* @name pc.math.powerOfTwo
* @description Returns true if argument is a power-of-two and false otherwise.
* @param {Number} x Number to check for power-of-two property.
* @returns {Boolean} true if power-of-two and false otherwise.
*/
function powerOfTwo(x: number): boolean;
/**
* @function
* @name pc.math.nextPowerOfTwo
* @description Returns the next power of 2 for the specified value.
* @param {Number} val The value for which to calculate the next power of 2.
* @return {Number} The next power of 2.
*/
function nextPowerOfTwo(val: number): number;
/**
* @function
* @name pc.math.random
* @description Return a pseudo-random number between min and max.
* The number generated is in the range [min, max), that is inclusive of the minimum but exclusive of the maximum.
* @param {Number} min Lower bound for range.
* @param {Number} max Upper bound for range.
* @returns {Number} Pseudo-random number between the supplied range.
*/
function random(min: number, max: number): number
/**
* @function
* @name pc.math.smoothstep
* @description The function interpolates smoothly between two input values based on
* a third one that should be between the first two. The returned value is clamped
* between 0 and 1.
*
The slope (i.e. derivative) of the smoothstep function starts at 0 and ends at 0.
* This makes it easy to create a sequence of transitions using smoothstep to interpolate
* each segment rather than using a more sophisticated or expensive interpolation technique.
*
See http://en.wikipedia.org/wiki/Smoothstep for more details.
* @param {Number} min The lower bound of the interpolation range.
* @param {Number} max The upper bound of the interpolation range.
* @param {Number} x The value to interpolate.
* @returns {Number} The smoothly interpolated value clamped between zero and one.
*/
function smoothstep(min: number, max: number, x: number): number;
/**
* @function
* @name pc.math.smootherstep
* @description An improved version of the pc.math.smoothstep function which has zero
* 1st and 2nd order derivatives at t=0 and t=1.
*
See http://en.wikipedia.org/wiki/Smoothstep for more details.
* @param {Number} min The lower bound of the interpolation range.
* @param {Number} max The upper bound of the interpolation range.
* @param {Number} x The value to interpolate.
* @returns {Number} The smoothly interpolated value clamped between zero and one.
*/
function smootherstep(min: number, max: number, x: number): number;
}
}