UNPKG

lingo3d

Version:

Lingo3D is a React/Vue 3d game development framework that ships with a complete visual editor

50 lines (49 loc) 2.25 kB
import { Point3dType } from "../utils/isPoint"; import Point3d from "./Point3d"; declare const math: { abs: (x: number) => number; log: (x: number) => number; sqrt: (x: number) => number; min: (...values: number[]) => number; max: (...values: number[]) => number; randomRange: (min: number, max: number) => number; mapRange: (value: number, minFrom: number, maxFrom: number, minTo: number, maxTo: number, constrain?: boolean | undefined) => number; ceil: (x: number) => number; floor: (x: number) => number; round: (x: number) => number; sign: (x: number) => number; sin: (x: number) => number; cos: (x: number) => number; tan: (x: number) => number; asin: (x: number) => number; acos: (x: number) => number; atan: (x: number) => number; atan2: (y: number, x: number) => number; radToDeg: (rad: number) => number; degToRad: (deg: number) => number; mToCM: (m: number) => number; cmToM: (cm: number) => number; lerp: (a: number, b: number, t: number) => number; inverseLerp: (a: number, b: number, t: number) => number; smoothStep: (a: number, b: number, t: number) => number; clamp: (val: number, min: number, max: number) => number; fraction: (val: number) => number; trunc: (val: number) => number; cross: (a: Point3dType, b: Point3dType) => Point3d; dot: (a: Point3dType, b: Point3dType) => number; length: (a: Point3dType) => number; distance: (a: Point3dType, b: Point3dType) => number; normalize: (a: Point3dType) => Point3d; reflect: (a: Point3dType, b: Point3dType) => Point3d; project: (a: Point3dType, b: Point3dType) => Point3d; angle: (a: Point3dType, b: Point3dType) => number; rotate: (a: Point3dType, axis: Point3dType, angle: number) => Point3d; rotateX: (a: Point3dType, angle: number) => Point3d; rotateY: (a: Point3dType, angle: number) => Point3d; rotateZ: (a: Point3dType, angle: number) => Point3d; rotateXY: (a: Point3dType, angle: number) => Point3d; rotateXZ: (a: Point3dType, angle: number) => Point3d; rotateYZ: (a: Point3dType, angle: number) => Point3d; multiply: (a: Point3dType, b: Point3dType | number) => Point3d; }; export default math;