An object with several math utility functions.

[page:Float value] — Value to be clamped.

[page:Float min] — Minimum value.

[page:Float max] — Maximum value.

Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].

Converts degrees to radians.

[page:Integer n], [page:Integer m] - Integers

Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that is:
`( ( n % m ) + m ) % m`

Generate a [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID] (universally unique identifier).

Return *true* if [page:Number n] is a power of 2.

[page:Float x] - Start point.

[page:Float y] - End point.

[page:Float value] - A value between start and end.

Returns the percentage in the closed interval [0, 1] of the given value between the start and end point.

[page:Float x] - Start point.

[page:Float y] - End point.

[page:Float t] - interpolation factor in the closed interval [0, 1].

Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]
and [page:Float t] = 1 will return [page:Float y].

[page:Float x] - Current point.

[page:Float y] - Target point.

[page:Float lambda] - A higher lambda value will make the movement more sudden, and a lower value will make the movement more gradual.

[page:Float dt] - Delta time in seconds.

Smoothly interpolate a number from [page:Float x] toward [page:Float y] in a spring-like manner using the [page:Float dt] to maintain frame rate independent movement.
For details, see [link:http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ Frame rate independent damping using lerp].

[page:Float x] — Value to be mapped.

[page:Float a1] — Minimum value for range A.

[page:Float a2] — Maximum value for range A.

[page:Float b1] — Minimum value for range B.

[page:Float b2] — Maximum value for range B.

Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].

[page:Float x] — The value to pingpong.

[page:Float length] — The positive value the function will pingpong to. Default is 1.

Returns a value that alternates between 0 and [param:Float length].

Returns the smallest power of 2 that is greater than or equal to [page:Number n].

Returns the largest power of 2 that is less than or equal to [page:Number n].

Converts radians to degrees.

Random float in the interval [[page:Float low], [page:Float high]].

Random float in the interval [- [page:Float range] / 2, [page:Float range] / 2].

Random integer in the interval [[page:Float low], [page:Float high]].

Deterministic pseudo-random float in the interval [0, 1]. The integer [page:Integer seed] is optional.

[page:Float x] - The value to evaluate based on its position between min and max.

[page:Float min] - Any x value below min will be 0.

[page:Float max] - Any x value above max will be 1.

Returns a value between 0-1 that represents the percentage that x has moved between min and max,
but smoothed or slowed down the closer X is to the min and max.

See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.

[page:Float x] - The value to evaluate based on its position between min and max.

[page:Float min] - Any x value below min will be 0.

[page:Float max] - Any x value above max will be 1.

Returns a value between 0-1. A [link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep]
that has zero 1st and 2nd order derivatives at x=0 and x=1.

[page:Quaternion q] - the quaternion to be set

[page:Float a] - the rotation applied to the first axis, in radians

[page:Float b] - the rotation applied to the second axis, in radians

[page:Float c] - the rotation applied to the third axis, in radians

[page:String order] - a string specifying the axes order: 'XYX', 'XZX', 'YXY', 'YZY', 'ZXZ', or 'ZYZ'

Sets quaternion [page:Quaternion q] from the [link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles] defined by angles [page:Float a], [page:Float b], and [page:Float c], and order [page:String order].

Rotations are applied to the axes in the order specified by [page:String order]: rotation by angle [page:Float a] is applied first, then by angle [page:Float b], then by angle [page:Float c]. Angles are in radians.

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]