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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 { V2 } from './V2'; import { V3 } from './V3'; export declare const add: (a: V3, b: V3) => V3; export declare const sum: (vectors: V3[]) => V3; /** * @returns a - b */ export declare const subtract: (base: V3, subtraction: V3) => V3; /** * @returns element-wise multiplication of base and multiplier */ export declare const multiply: (base: V3, multiplier: V3) => V3; /** * @returns a / b */ export declare const divide: (base: V3, divisor: V3) => V3; export declare const scale: (base: V3, factor: number) => V3; export declare const sign: (vector: V3) => V3; export declare const normalise: (vector: V3) => V3; export declare const extractXY: (vector: V3) => V2; export declare const extractXZ: (vector: V3) => V2; export declare const extractYZ: (vector: V3) => V2; export declare const sqrEuclideanLength: (vector: V3) => number; export declare const manhattanLength: (vector: V3) => number; export declare const dotProduct: (a: V3, b: V3) => number; export declare const crossProduct: (a: V3, b: V3) => V3; export declare const euclideanLength: (vector: V3) => number; export declare const sqrEuclideanDistance: (a: V3, b: V3) => number; export declare const euclideanDistance: (a: V3, b: V3) => number; export declare const lerp: (from: V3, to: V3, amount: number) => V3; export declare const lerpTheta: (from: V3, to: V3, amount: number) => V3; export declare const up: () => V3; export declare const down: () => V3; export declare const right: () => V3; export declare const left: () => V3; export declare const forwards: () => V3; export declare const back: () => V3; export declare const zero: () => V3; export declare const copy: (vector: V3) => V3; export declare const flipX: (vector: V3) => V3; export declare const flipY: (vector: V3) => V3; export declare const flipZ: (vector: V3) => V3; export declare const clamp: (vector: V3, min: V3, max: V3) => V3; export declare const random: () => V3; export declare const randomRange: (min: number, max: number) => V3; export declare const fromArray: (array: number[]) => V3; export declare const fromVector3: (vector: { x: number; y: number; z: number; }) => V3; export declare const rotate: (vector: V3, rotation: Quaternion) => V3; export declare const fromPolar: (radius: number, angle: Quaternion) => V3; export declare const toPolar: (vector: V3) => [radius: number, angle: Quaternion];