@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
20 lines • 965 B
TypeScript
/**
*
* @param {number[]} result result is written as a 2d vector, since barycentrics add up to 1, we omit the last value
* @param {number} result_offset
* @param {number} px reference point
* @param {number} py reference point
* @param {number} pz reference point
* @param {number} ax Triangle apex A
* @param {number} ay Triangle apex A
* @param {number} az Triangle apex A
* @param {number} bx Triangle apex B
* @param {number} by Triangle apex B
* @param {number} bz Triangle apex B
* @param {number} cx Triangle apex C
* @param {number} cy Triangle apex C
* @param {number} cz Triangle apex C
* @returns {void}
*/
export function computeTriangleClosestPointToPointBarycentric(result: number[], result_offset: number, px: number, py: number, pz: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number, cx: number, cy: number, cz: number): void;
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