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primitive-geometry

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Geometries for 3D rendering, including normals, UVs and cell indices (faces). Perfect if you want to supercharge your dependency folder... with 30KB of geometries.

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export function rectangular({ uvs, index, x, y, radius, sx, sy }: { uvs: any; index: any; x: any; y: any; radius: any; sx?: number; sy?: number; }): void; export function polar({ uvs, index, radiusRatio, thetaRatio }: { uvs: any; index: any; radiusRatio: any; thetaRatio: any; }): void; export function radial({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function concentric({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function lamé({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function elliptical({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function fgSquircular({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function twoSquircular({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function threeSquircular({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function cornerificTapered2({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function tapered4({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function nonAxial2Pinch({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function nonAxialHalfPinch({ uvs, index, u, v, radius }: { uvs: any; index: any; u: any; v: any; radius: any; }): void; export function squelched({ uvs, index, u, v, radius, t }: { uvs: any; index: any; u: any; v: any; radius: any; t: any; }): void; export function squelchedVertical({ uvs, index, u, v, radius, t }: { uvs: any; index: any; u: any; v: any; radius: any; t: any; }): void; export function squelchedHorizontal({ uvs, index, u, v, radius, t }: { uvs: any; index: any; u: any; v: any; radius: any; t: any; }): void;