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rabbit-ear

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declare const _default: { clipLineConvexPolygon: (poly: [number, number][], { vector, origin }: VecLine2, fnPoly?: Function, fnLine?: Function, epsilon?: number) => [number, number][]; clipPolygonPolygon: (polygon1: number[][], polygon2: number[][], epsilon?: number) => number[][]; intersectLineLine: (a: VecLine2, b: VecLine2, aDomain?: Function, bDomain?: Function, epsilon?: number) => { point: [number, number]; a: number; b: number; }; intersectCircleLine: (circle: Circle, line: VecLine2, _?: Function, lineDomain?: Function, epsilon?: number) => [number, number][]; intersectPolygonLine: (polygon: ([number, number] | [number, number, number])[], line: VecLine2, domainFunc?: Function, epsilon?: number) => { a: number; point: [number, number]; }[]; overlapLinePoint: ({ vector, origin }: VecLine2, point: [number, number] | [number, number, number], lineDomain?: (_: number, __?: number) => boolean, epsilon?: number) => boolean; overlapConvexPolygonPoint: (polygon: ([number, number] | [number, number, number])[], point: [number, number] | [number, number, number], polyDomain?: Function, epsilon?: number) => { overlap: boolean; t: number[]; }; overlapConvexPolygons: (poly1: [number, number][], poly2: [number, number][], epsilon?: number) => boolean; overlapBoundingBoxes: (box1: Box, box2: Box, epsilon?: number) => boolean; pointInBoundingBox: (point: number[], box: Box, epsilon?: number) => boolean; enclosingBoundingBoxes: (outer: Box, inner: Box, epsilon?: number) => boolean; trilateration2: (pts: [[number, number], [number, number], [number, number]], radii: [number, number, number]) => [number, number]; trilateration3: (pts: [[number, number, number], [number, number, number], [number, number, number]], radii: [number, number, number]) => [number, number, number]; circumcircle: (a: [number, number], b: [number, number], c: [number, number]) => Circle; straightSkeleton: (points: [number, number][]) => any[]; rangeUnion: (a: number[], b: number[]) => number[]; doRangesOverlap: (a: number[], b: number[], epsilon?: number) => boolean; isCounterClockwiseBetween: (angle: number, floor: number, ceiling: number) => boolean; clockwiseAngleRadians: (a: number, b: number) => number; counterClockwiseAngleRadians: (a: number, b: number) => number; clockwiseAngle2: (a: [number, number], b: [number, number]) => number; counterClockwiseAngle2: (a: [number, number], b: [number, number]) => number; clockwiseBisect2: (a: [number, number], b: [number, number]) => [number, number]; counterClockwiseBisect2: (a: [number, number], b: [number, number]) => [number, number]; clockwiseSubsectRadians: (angleA: number, angleB: number, divisions: number) => number[]; counterClockwiseSubsectRadians: (angleA: number, angleB: number, divisions: number) => number[]; clockwiseSubsect2: (vectorA: [number, number], vectorB: [number, number], divisions: number) => [number, number][]; counterClockwiseSubsect2: (vectorA: [number, number], vectorB: [number, number], divisions: number) => [number, number][]; counterClockwiseOrderRadians: (radians: number[]) => number[]; counterClockwiseOrder2: (vectors: [number, number][]) => number[]; counterClockwiseSectorsRadians: (radians: number[]) => number[]; counterClockwiseSectors2: (vectors: [number, number][]) => number[]; threePointTurnDirection: (p0: [number, number], p1: [number, number], p2: [number, number], epsilon?: number) => number; makePolygonCircumradius: (sides?: number, circumradius?: number) => [number, number][]; makePolygonCircumradiusSide: (sides?: number, circumradius?: number) => [number, number][]; makePolygonInradius: (sides?: number, inradius?: number) => [number, number][]; makePolygonInradiusSide: (sides?: number, inradius?: number) => [number, number][]; makePolygonSideLength: (sides?: number, length?: number) => [number, number][]; makePolygonSideLengthSide: (sides?: number, length?: number) => [number, number][]; makePolygonNonCollinear: (polygon: ([number, number] | [number, number, number])[], epsilon?: number) => ([number, number] | [number, number, number])[]; makePolygonNonCollinear3: (polygon: [number, number, number][], epsilon?: number) => [number, number, number][]; signedArea: (points: [number, number][]) => number; centroid: (points: [number, number][]) => [number, number]; boundingBox: (points: number[][], padding?: number) => Box; projectPointOnPlane: (point: [number, number] | [number, number, number], vector?: [number, number, number], origin?: [number, number, number]) => [number, number, number]; nearestPoint2: (points: [number, number][], point: [number, number]) => [number, number]; nearestPoint: (points: number[][], point: number[]) => number[]; nearestPointOnLine: ({ vector, origin }: VecLine, point: [number, number] | [number, number, number], clampFunc?: Function, epsilon?: number) => [number, number] | [number, number, number]; nearestPointOnPolygon: (polygon: [number, number][], point: [number, number]) => any; nearestPointOnCircle: ({ radius, origin }: Circle, point: [number, number]) => [number, number]; clampLine: (dist: number) => number; clampRay: (dist: number) => number; clampSegment: (dist: number) => number; collinearPoints: (p0: number[], p1: number[], p2: number[], epsilon?: number) => boolean; collinearBetween: (p0: number[], p1: number[], p2: number[], inclusive?: boolean, epsilon?: number) => boolean; collinearLines2: (a: VecLine2, b: VecLine2, epsilon?: number) => boolean; collinearLines3: (a: VecLine3, b: VecLine3, epsilon?: number) => boolean; pleat: (a: VecLine2, b: VecLine2, count: number, epsilon?: number) => [VecLine2[], VecLine2[]]; bisectLines2: (a: VecLine2, b: VecLine2, epsilon?: number) => [VecLine2?, VecLine2?]; convexHullRadialSortPoints: (points: [number, number][], epsilon?: number) => number[][]; convexHull: (points?: [number, number][], includeCollinear?: boolean, epsilon?: number) => number[]; quaternionFromTwoVectors: (u: [number, number, number], v: [number, number, number]) => [number, number, number, number]; matrix4FromQuaternion: (q: [number, number, number, number]) => number[]; identity4x4: readonly number[]; isIdentity4x4: (m: number[]) => boolean; multiplyMatrix4Vector3: (m: number[], vector: [number, number, number]) => [number, number, number]; multiplyMatrix4Line3: (m: number[], vector: [number, number, number], origin: [number, number, number]) => VecLine; multiplyMatrices4: (m1: number[], m2: number[]) => number[]; determinant4: (m: number[]) => number; invertMatrix4: (m: number[]) => number[]; makeMatrix4Translate: (x?: number, y?: number, z?: number) => number[]; makeMatrix4RotateX: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix4RotateY: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix4RotateZ: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix4Rotate: (angle: number, vector?: [number, number, number], origin?: [number, number, number]) => number[]; makeMatrix4Scale: (scale?: [number, number, number], origin?: [number, number, number]) => number[]; makeMatrix4UniformScale: (scale?: number, origin?: [number, number, number]) => number[]; makeMatrix4ReflectZ: (vector: [number, number], origin?: [number, number]) => number[]; makePerspectiveMatrix4: (FOV: number, aspect: number, near: number, far: number) => number[]; makeOrthographicMatrix4: (top: number, right: number, bottom: number, left: number, near: number, far: number) => number[]; makeLookAtMatrix4: (position: [number, number, number], target: [number, number, number], up: [number, number, number]) => number[]; identity3x3: readonly number[]; identity3x4: readonly number[]; isIdentity3x4: (m: number[]) => boolean; multiplyMatrix3Vector3: (m: number[], vector: [number, number, number]) => [number, number, number]; multiplyMatrix3Line3: (m: number[], vector: [number, number, number], origin: [number, number, number]) => VecLine; multiplyMatrices3: (m1: number[], m2: number[]) => number[]; determinant3: (m: number[]) => number; invertMatrix3: (m: number[]) => number[]; makeMatrix3Translate: (x?: number, y?: number, z?: number) => number[]; makeMatrix3RotateX: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix3RotateY: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix3RotateZ: (angle: number, origin?: [number, number, number]) => number[]; makeMatrix3Rotate: (angle: number, vector?: [number, number, number], origin?: [number, number, number]) => number[]; makeMatrix3Scale: (scale?: [number, number, number], origin?: [number, number, number]) => number[]; makeMatrix3UniformScale: (scale?: number, origin?: [number, number, number]) => number[]; makeMatrix3ReflectZ: (vector: [number, number], origin?: [number, number]) => number[]; identity2x2: number[]; identity2x3: number[]; multiplyMatrix2Vector2: (matrix: number[], vector: [number, number]) => [number, number]; multiplyMatrix2Line2: (matrix: number[], { vector, origin }: VecLine2) => VecLine2; multiplyMatrices2: (m1: number[], m2: number[]) => number[]; determinant2: (m: number[]) => number; invertMatrix2: (m: number[]) => number[]; makeMatrix2Translate: (x?: number, y?: number) => number[]; makeMatrix2Scale: (scale?: [number, number], origin?: [number, number]) => number[]; makeMatrix2UniformScale: (scale?: number, origin?: [number, number]) => number[]; makeMatrix2Rotate: (angle: number, origin?: [number, number]) => number[]; makeMatrix2Reflect: (vector: [number, number], origin?: [number, number]) => number[]; magnitude: (v: number[]) => number; magnitude2: (v: [number, number] | [number, number, number]) => number; magnitude3: (v: [number, number, number]) => number; magSquared2: (v: [number, number] | [number, number, number]) => number; magSquared: (v: number[]) => number; normalize: (v: number[]) => number[]; normalize2: (v: [number, number] | [number, number, number]) => [number, number]; normalize3: (v: [number, number, number]) => [number, number, number]; scale: (v: number[], s: number) => number[]; scale2: (v: [number, number] | [number, number, number], s: number) => [number, number]; scale3: (v: [number, number, number], s: number) => [number, number, number]; scaleNonUniform: (v: number[], s: number[]) => number[]; scaleNonUniform2: (v: [number, number] | [number, number, number], s: [number, number] | [number, number, number]) => [number, number]; scaleNonUniform3: (v: [number, number, number], s: [number, number, number]) => [number, number, number]; add: (v: number[], u: number[]) => number[]; add2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => [number, number]; add3: (v: [number, number, number], u: [number, number, number]) => [number, number, number]; subtract: (v: number[], u: number[]) => number[]; subtract2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => [number, number]; subtract3: (v: [number, number, number], u: [number, number, number]) => [number, number, number]; dot: (v: number[], u: number[]) => number; dot2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => number; dot3: (v: [number, number, number], u: [number, number, number]) => number; midpoint: (v: number[], u: number[]) => number[]; midpoint2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => [number, number]; midpoint3: (v: [number, number, number], u: [number, number, number]) => [number, number, number]; average: (...args: number[][]) => number[]; average2: (...vectors: [number, number][]) => [number, number]; average3: (...vectors: [number, number, number][]) => [number, number, number]; lerp: (v: number[], u: number[], t?: number) => number[]; cross2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => number; cross3: (v: [number, number, number], u: [number, number, number]) => [number, number, number]; distance: (v: number[], u: number[]) => number; distance2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number]) => number; distance3: (v: [number, number, number], u: [number, number, number]) => number; flip: (v: number[]) => number[]; flip2: (v: [number, number] | [number, number, number]) => [number, number]; flip3: (v: [number, number, number]) => [number, number, number]; rotate90: (v: [number, number] | [number, number, number]) => [number, number]; rotate270: (v: [number, number] | [number, number, number]) => [number, number]; degenerate: (v: number[], epsilon?: number) => boolean; parallelNormalized: (v: number[], u: number[], epsilon?: number) => boolean; parallel: (v: number[], u: number[], epsilon?: number) => boolean; parallel2: (v: [number, number] | [number, number, number], u: [number, number] | [number, number, number], epsilon?: number) => boolean; parallel3: (v: [number, number, number], u: [number, number, number], epsilon?: number) => boolean; resize: (dimension: number, vector: number[]) => number[]; resize2: (vector: number[]) => [number, number]; resize3: (vector: number[]) => [number, number, number]; resizeUp: (a: number[], b: number[]) => number[][]; basisVectors2: (vector?: [number, number] | [number, number, number]) => [number, number][]; basisVectors3: (vector?: [number, number, number]) => [number, number, number][]; basisVectors: (vector: number[]) => number[][]; epsilonEqual: (a: number, b: number, epsilon?: number) => boolean; epsilonCompare: (a: number, b: number, epsilon?: number) => number; epsilonEqualVectors: (a: number[], b: number[], epsilon?: number) => boolean; include: (n: number, epsilon?: number) => boolean; exclude: (n: number, epsilon?: number) => boolean; includeL: (_: number, __?: number) => boolean; excludeL: (_: number, __?: number) => boolean; includeR: (n: number, epsilon?: number) => boolean; excludeR: (n: number, epsilon?: number) => boolean; includeS: (n: number, e?: number) => boolean; excludeS: (n: number, e?: number) => boolean; vectorToAngle: (v: [number, number]) => number; angleToVector: (a: number) => [number, number]; pointsToLine2: (a: [number, number] | [number, number, number], b: [number, number] | [number, number, number]) => VecLine2; pointsToLine3: (a: [number, number, number], b: [number, number, number]) => VecLine3; pointsToLine: (a: [number, number] | [number, number, number], b: [number, number] | [number, number, number]) => VecLine; vecLineToUniqueLine: ({ vector, origin }: VecLine) => UniqueLine; uniqueLineToVecLine: ({ normal, distance }: UniqueLine) => VecLine2; EPSILON: 0.000001; R2D: number; D2R: number; TWO_PI: number; }; export default _default; //# sourceMappingURL=index.d.ts.map