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wgpu-matrix

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fast matrix math library for WebGPU

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import { Mat4Arg, Mat4Type } from './mat4'; import { Mat3Arg } from './mat3'; import { QuatArg } from './quat'; import { Vec3Arg } from './vec3'; import { BaseArgType } from './types'; export { Mat4Arg, Mat4Type }; type Mat4Ctor<T extends Mat4Arg = Float32Array> = new (n: number) => T; /** * Generates a typed API for Mat4 * */ declare function getAPIImpl<MatType extends Mat4Arg = Float32Array>(Ctor: Mat4Ctor<MatType>): { add: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T; aim: <T extends Mat4Arg = MatType>(position: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T; axisRotate: <T extends Mat4Arg = MatType>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T) => T; axisRotation: <T extends Mat4Arg = MatType>(axis: Vec3Arg, angleInRadians: number, dst?: T) => T; cameraAim: <T extends Mat4Arg = MatType>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T; clone: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; copy: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; create: (v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number, v9?: number, v10?: number, v11?: number, v12?: number, v13?: number, v14?: number, v15?: number) => MatType; determinant: (m: Mat4Arg) => number; equals: (a: Mat4Arg, b: Mat4Arg) => boolean; equalsApproximately: (a: Mat4Arg, b: Mat4Arg) => boolean; fromMat3: <T extends Mat4Arg = MatType>(m3: Mat3Arg, dst?: T) => T; fromQuat: <T extends Mat4Arg = MatType>(q: QuatArg, dst?: T) => T; frustum: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T) => T; frustumReverseZ: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: T) => T; getAxis: <T extends Vec3Arg = MatType>(m: Mat4Arg, axis: number, dst?: T) => MatType | T; getScaling: <T extends Vec3Arg = MatType>(m: Mat4Arg, dst?: T) => T; getTranslation: <T extends Vec3Arg = MatType>(m: Mat4Arg, dst?: T) => T; identity: <T extends Mat4Arg = MatType>(dst?: T) => T; inverse: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; invert: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; lookAt: <T extends Mat4Arg = MatType>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T; mul: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T; mulScalar: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T; multiply: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T; multiplyScalar: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T; negate: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; ortho: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T) => T; perspective: <T extends Mat4Arg = MatType>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: T) => T; perspectiveReverseZ: <T extends Mat4Arg = MatType>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: T) => T; rotate: <T extends Mat4Arg = MatType>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T) => T; rotateX: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T; rotateY: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T; rotateZ: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T; rotation: <T extends Mat4Arg = MatType>(axis: Vec3Arg, angleInRadians: number, dst?: T) => T; rotationX: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T; rotationY: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T; rotationZ: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T; scale: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, dst?: T) => T; scaling: <T extends Mat4Arg = MatType>(v: Vec3Arg, dst?: T) => T; set: <T extends Mat4Arg = MatType>(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, dst?: T) => T; setAxis: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, axis: number, dst: T) => T; setTranslation: <T extends Mat4Arg = MatType>(a: Mat4Arg, v: Vec3Arg, dst?: T) => T; translate: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, dst?: T) => T; translation: <T extends Mat4Arg = MatType>(v: Vec3Arg, dst?: T) => T; transpose: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T; uniformScale: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T; uniformScaling: <T extends Mat4Arg = 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: Mat4Ctor<T>): API<T>;