Variable AcGeMathUtilConst
AcGeMathUtil: {
ceilPowerOfTwo: (value: number) => number;
clamp: (value: number, min: number, max: number) => number;
damp: (x: number, y: number, lambda: number, dt: number) => number;
DEG2RAD: number;
degToRad: (degrees: number) => number;
euclideanModulo: (n: number, m: number) => number;
floorPowerOfTwo: (value: number) => number;
generateUUID: () => string;
intPartLength: (num: number) => number;
inverseLerp: (x: number, y: number, value: number) => number;
isBetween: (valueToTest: number, value1: number, value2: number) => boolean;
isBetweenAngle: (
angleToTest: number,
startAngle: number,
endAngle: number,
clockwise?: boolean,
) => boolean;
isPowerOfTwo: (value: number) => boolean;
lerp: (x: number, y: number, t: number) => number;
mapLinear: (
x: number,
a1: number,
a2: number,
b1: number,
b2: number,
) => number;
normalizeAngle: (angle: number) => number;
pingpong: (x: number, length?: number) => number;
RAD2DEG: number;
radToDeg: (radians: number) => number;
randFloat: (low: number, high: number) => number;
randFloatSpread: (range: number) => number;
randInt: (low: number, high: number) => number;
relativeEps: (num: number, epsilon?: number) => number;
seededRandom: (s: number) => number;
smootherstep: (x: number, min: number, max: number) => number;
smoothstep: (x: number, min: number, max: number) => number;
} = ...
Type declaration
ceilPowerOfTwo: (value: number) => number
clamp: (value: number, min: number, max: number) => number
damp: (x: number, y: number, lambda: number, dt: number) => number
DEG2RAD: number
degToRad: (degrees: number) => number
euclideanModulo: (n: number, m: number) => number
floorPowerOfTwo: (value: number) => number
generateUUID: () => string
intPartLength: (num: number) => number
inverseLerp: (x: number, y: number, value: number) => number
isBetween: (valueToTest: number, value1: number, value2: number) => boolean
isBetweenAngle: (
angleToTest: number,
startAngle: number,
endAngle: number,
clockwise?: boolean,
) => boolean
isPowerOfTwo: (value: number) => boolean
lerp: (x: number, y: number, t: number) => number
mapLinear: (x: number, a1: number, a2: number, b1: number, b2: number) => number
normalizeAngle: (angle: number) => number
pingpong: (x: number, length?: number) => number
RAD2DEG: number
radToDeg: (radians: number) => number
randFloat: (low: number, high: number) => number
randFloatSpread: (range: number) => number
randInt: (low: number, high: number) => number
relativeEps: (num: number, epsilon?: number) => number
seededRandom: (s: number) => number
smootherstep: (x: number, min: number, max: number) => number
smoothstep: (x: number, min: number, max: number) => number