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wgpu-matrix

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fast matrix math library for WebGPU

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import { QuatArg } from './quat'; import { Mat3Arg, Mat3Type } from './mat3'; import { Mat4Arg } from './mat4'; import { Vec2Arg } from './vec2'; import { Vec3Arg } from './vec3'; import { BaseArgType } from './types'; export { Mat3Arg, Mat3Type }; type Mat3Ctor<T extends Mat3Arg = Float32Array> = new (n: number) => T; /** * Generates a typed API for Mat3 * */ declare function getAPIImpl<MatType extends Mat3Arg = Float32Array>(Ctor: Mat3Ctor<MatType>): { add: <T extends Mat3Arg = MatType>(a: Mat3Arg, b: Mat3Arg, dst?: T) => T; clone: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; copy: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; create: (v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number) => MatType; determinant: (m: Mat3Arg) => number; equals: (a: Mat3Arg, b: Mat3Arg) => boolean; equalsApproximately: (a: Mat3Arg, b: Mat3Arg) => boolean; fromMat4: <T extends Mat3Arg = MatType>(m4: Mat4Arg, dst?: T) => T; fromQuat: <T extends Mat3Arg = MatType>(q: QuatArg, dst?: T) => T; get3DScaling: <T extends Vec3Arg = MatType>(m: Mat3Arg, dst?: T) => MatType | T; getAxis: <T extends Vec2Arg = MatType>(m: Mat3Arg, axis: number, dst?: T) => T; getScaling: <T extends Vec2Arg = MatType>(m: Mat3Arg, dst?: T) => MatType | T; getTranslation: <T extends Vec2Arg = MatType>(m: Mat3Arg, dst?: T) => T; identity: <T extends Mat3Arg = MatType>(dst?: T) => T; inverse: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; invert: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; mul: <T extends Mat3Arg = MatType>(a: Mat3Arg, b: Mat3Arg, dst?: T) => T; mulScalar: <T extends Mat3Arg = MatType>(m: Mat3Arg, s: number, dst?: T) => T; multiply: <T extends Mat3Arg = MatType>(a: Mat3Arg, b: Mat3Arg, dst?: T) => T; multiplyScalar: <T extends Mat3Arg = MatType>(m: Mat3Arg, s: number, dst?: T) => T; negate: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; rotate: <T extends Mat3Arg = MatType>(m: Mat3Arg, angleInRadians: number, dst?: T) => T; rotateX: <T extends Mat3Arg = MatType>(m: Mat3Arg, angleInRadians: number, dst?: T) => T; rotateY: <T extends Mat3Arg = MatType>(m: Mat3Arg, angleInRadians: number, dst?: T) => T; rotateZ: <T extends Mat3Arg = MatType>(m: Mat3Arg, angleInRadians: number, dst?: T) => T; rotation: <T extends Mat3Arg = MatType>(angleInRadians: number, dst?: T) => T; rotationX: <T extends Mat3Arg = MatType>(angleInRadians: number, dst?: T) => T; rotationY: <T extends Mat3Arg = MatType>(angleInRadians: number, dst?: T) => T; rotationZ: <T extends Mat3Arg = MatType>(angleInRadians: number, dst?: T) => T; scale: <T extends Mat3Arg = MatType>(m: Mat3Arg, v: Vec2Arg, dst?: T) => T; scale3D: <T extends Mat3Arg = MatType>(m: Mat3Arg, v: Vec3Arg, dst?: T) => T; scaling: <T extends Mat3Arg = MatType>(v: Vec2Arg, dst?: T) => T; scaling3D: <T extends Mat3Arg = MatType>(v: Vec3Arg, dst?: T) => T; set: <T extends Mat3Arg = MatType>(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, dst?: T) => T; setAxis: <T extends Mat3Arg = MatType>(m: Mat3Arg, v: Vec2Arg, axis: number, dst?: T) => T; setTranslation: <T extends Mat3Arg = MatType>(a: Mat3Arg, v: Vec2Arg, dst?: T) => T; translate: <T extends Mat3Arg = MatType>(m: Mat3Arg, v: Vec2Arg, dst?: T) => T; translation: <T extends Mat3Arg = MatType>(v: Vec2Arg, dst?: T) => T; transpose: <T extends Mat3Arg = MatType>(m: Mat3Arg, dst?: T) => T; uniformScale: <T extends Mat3Arg = MatType>(m: Mat3Arg, s: number, dst?: T) => T; uniformScale3D: <T extends Mat3Arg = MatType>(m: Mat3Arg, s: number, dst?: T) => T; uniformScaling: <T extends Mat3Arg = MatType>(s: number, dst?: T) => T; uniformScaling3D: <T extends Mat3Arg = MatType>(s: number, dst?: T) => T; }; type API<T extends BaseArgType = Float32Array> = ReturnType<typeof getAPIImpl<T>>; export declare function getAPI<T extends Mat4Arg = Float32Array>(Ctor: Mat3Ctor<T>): API<T>;