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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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/** * Normalize a vector 3. * @param {number[]} v Vector 3 array * @returns {number[]} Normalized vector */ export function normalize(v: number[]): number[]; /** * Ensure first argument passed to the primitive functions is an object * @param {...*} args */ export function checkArguments(args: any[]): void; /** * Enforce a typed array constructor for cells * @param {(Class<Uint8Array>|Class<Uint16Array>|Class<Uint32Array>)} type */ export function setTypedArrayType(type: (Class<Uint8Array> | Class<Uint16Array> | Class<Uint32Array>)): void; /** * @private */ export function computePlane(geometry: any, indices: any, su: any, sv: any, nu: any, nv: any, direction?: string, pw?: number, quads?: boolean, uvScale?: number[], uvOffset?: number[], center?: number[], ccw?: boolean): any; /** @module utils */ /** * Two times PI. * @constant {number} */ export const TAU: number; /** * Two times PI. * @constant {number} */ export const HALF_PI: number; /** * Square root of 2. * @constant {number} */ export const SQRT2: number; export function getCellsTypedArray(size: number): (Uint8Array | Uint16Array | Uint32Array); /** * @private */ export const TMP: number[]; /** * @private */ export const PLANE_DIRECTIONS: { z: number[]; "-z": number[]; "-x": number[]; x: number[]; y: number[]; "-y": number[]; };