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@rjfwhite/random-lib

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Core engine for MML

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import { Quat } from "./Quat"; import { Vect3 } from "./Vect3"; export type Matr4Data = [ number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number ]; export declare class Matr4 { static tempMatr4: Matr4; static tempVect3: Vect3; static tempQuat: Quat; data: Matr4Data; constructor(data?: Matr4Data | Matr4 | Float32Array); identity(): this; copy(m: Matr4): Matr4; set(...args: Matr4Data | [Matr4Data]): this; setRotationFromQuaternion(q: { x: number; y: number; z: number; w: number; }): this; clone(): Matr4; determinant(): number; makeRotationX(theta: number): this; makeRotationY(theta: number): this; makeRotationZ(theta: number): this; makeTranslation(x: number, y: number, z: number): this; makeScale(x: number, y: number, z: number): this; compose(position: { x: number; y: number; z: number; }, quaternion: { x: number; y: number; z: number; w: number; }, scale: { x: number; y: number; z: number; }): this; decompose(position: { x: number; y: number; z: number; }, quaternion: { x: number; y: number; z: number; w: number; }, scale: { x: number; y: number; z: number; }): this; multiply(m: Matr4): this; premultiply(m: Matr4): this; multiplyMatrices(a: Matr4, b: Matr4): this; invert(): this; } //# sourceMappingURL=Matr4.d.ts.map