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inverse-kinematics

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Inverse kinematics for 2D and 3D applications

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import { Quaternion } from './Quaternion'; import { V3 } from './V3'; export declare const multiply: (a: Quaternion, b: Quaternion) => Quaternion; export declare const fromEulerAngles: ([x, y, z]: V3) => Quaternion; export declare const slerp: (from: Quaternion, to: Quaternion, amount: number) => Quaternion; export declare const conjugate: (quaternion: Quaternion) => Quaternion; export declare const inverse: (quaternion: Quaternion) => Quaternion; export declare const magnitude: (quaternion: Quaternion) => number; export declare const zeroRotation: () => Quaternion; export declare const normalize: (quaternion: Quaternion) => Quaternion; export declare const clamp: (quaternion: Quaternion, lowerBound: V3, upperBound: V3) => Quaternion; export declare const fromUnitDirectionVector: (vector: V3) => Quaternion; export declare const rotationFromTo: (a: V3, b: V3) => Quaternion; export declare const fromAxisAngle: (axis: V3, angle: number) => Quaternion; export declare const fromObject: (object: { w: number; x: number; y: number; z: number; }) => Quaternion;