Favivon - Correção

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2026-05-30 19:59:39 -03:00
parent 76ddaa815d
commit d7dfd221f0
32859 changed files with 5459654 additions and 404 deletions
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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 {};