wgpu-matrix
Version:
fast matrix math library for WebGPU
528 lines • 84.5 kB
TypeScript
/**
* Some docs
* @namespace wgpu-matrix
*/
import { MutableNumberArray, BaseArgType } from './types';
import { Mat3Arg, Mat3Type } from './mat3-impl';
import { Mat4Arg, Mat4Type } from './mat4-impl';
import { QuatArg, QuatType, RotationOrder } from './quat-impl';
import { Vec2Arg, Vec2Type } from './vec2-impl';
import { Vec3Arg, Vec3Type } from './vec3-impl';
import { Vec4Arg, Vec4Type } from './vec4-impl';
import * as utils from './utils';
export { RotationOrder, utils, MutableNumberArray, BaseArgType, Mat3Arg, Mat4Arg, QuatArg, Vec2Arg, Vec3Arg, Vec4Arg, Mat3Type, Mat4Type, QuatType, Vec2Type, Vec3Type, Vec4Type, };
export type BaseCtor<T extends BaseArgType> = new (n: number) => T;
export type Mat3 = Mat3Type<Float32Array>;
export type Mat4 = Mat4Type<Float32Array>;
export type Quat = QuatType<Float32Array>;
export type Vec2 = Vec2Type<Float32Array>;
export type Vec3 = Vec3Type<Float32Array>;
export type Vec4 = Vec4Type<Float32Array>;
export type Mat3d = Mat3Type<Float64Array>;
export type Mat4d = Mat4Type<Float64Array>;
export type Quatd = QuatType<Float64Array>;
export type Vec2d = Vec2Type<Float64Array>;
export type Vec3d = Vec3Type<Float64Array>;
export type Vec4d = Vec4Type<Float64Array>;
export type Mat3n = Mat3Type<number[]>;
export type Mat4n = Mat4Type<number[]>;
export type Quatn = QuatType<number[]>;
export type Vec2n = Vec2Type<number[]>;
export type Vec3n = Vec3Type<number[]>;
export type Vec4n = Vec4Type<number[]>;
export declare const
/**
* 3x3 Matrix functions that default to returning `Float32Array`
* @namespace
*/
mat3: {
add: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
clone: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
copy: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
create: (v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number) => Float32Array<ArrayBufferLike>;
determinant: (m: Mat3Arg) => number;
equals: (a: Mat3Arg, b: Mat3Arg) => boolean;
equalsApproximately: (a: Mat3Arg, b: Mat3Arg) => boolean;
fromMat4: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m4: Mat4Arg, dst?: T | undefined) => T;
fromQuat: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
get3DScaling: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => Float32Array<ArrayBufferLike> | T;
getAxis: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, axis: number, dst?: T | undefined) => T;
getScaling: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => Float32Array<ArrayBufferLike> | T;
getTranslation: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
identity: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
inverse: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
invert: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
mul: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
mulScalar: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
multiply: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
multiplyScalar: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
negate: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
rotate: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateX: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotation: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationX: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationY: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationZ: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
scale: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
scale3D: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec3Arg, dst?: T | undefined) => T;
scaling: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
scaling3D: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
set: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, dst?: T | undefined) => T;
setAxis: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, axis: number, dst?: T | undefined) => T;
setTranslation: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(a: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
translate: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
translation: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
transpose: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
uniformScale: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
uniformScale3D: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
uniformScaling: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
uniformScaling3D: <T extends Mat3Arg = Float32Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
},
/**
* 4x4 Matrix functions that default to returning `Float32Array`
* @namespace
*/
mat4: {
add: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
aim: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(position: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
axisRotate: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
axisRotation: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
cameraAim: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
clone: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
copy: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => 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) => Float32Array<ArrayBufferLike>;
determinant: (m: Mat4Arg) => number;
equals: (a: Mat4Arg, b: Mat4Arg) => boolean;
equalsApproximately: (a: Mat4Arg, b: Mat4Arg) => boolean;
fromMat3: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m3: Mat3Arg, dst?: T | undefined) => T;
fromQuat: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
frustum: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T | undefined) => T;
frustumReverseZ: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: T | undefined) => T;
getAxis: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, axis: number, dst?: T | undefined) => Float32Array<ArrayBufferLike> | T;
getScaling: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
getTranslation: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
identity: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
inverse: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
invert: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
lookAt: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
mul: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
mulScalar: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
multiply: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
multiplyScalar: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
negate: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
ortho: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T | undefined) => T;
perspective: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: T | undefined) => T;
perspectiveReverseZ: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: T | undefined) => T;
rotate: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateX: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotation: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotationX: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationY: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationZ: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
scale: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
scaling: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
set: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(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 | undefined) => T;
setAxis: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, axis: number, dst: T) => T;
setTranslation: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(a: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
translate: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
translation: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
transpose: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
uniformScale: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
uniformScaling: <T extends Mat4Arg = Float32Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
},
/**
* Quaternion functions that default to returning `Float32Array`
* @namespace
*/
quat: {
create: (x?: number, y?: number, z?: number, w?: number) => Float32Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number, z?: number, w?: number) => Float32Array<ArrayBufferLike>;
set: <T extends QuatArg = Float32Array<ArrayBufferLike>>(x: number, y: number, z: number, w: number, dst?: T | undefined) => T;
fromAxisAngle: <T extends QuatArg = Float32Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
toAxisAngle: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => {
angle: number;
axis: T;
};
angle: (a: QuatArg, b: QuatArg) => number;
multiply: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
mul: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
rotateX: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
slerp: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, t: number, dst?: T | undefined) => T;
inverse: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
conjugate: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
fromMat: <T extends QuatArg = Float32Array<ArrayBufferLike>>(m: Mat3Arg | Mat4Arg, dst?: T | undefined) => T;
fromEuler: <T extends QuatArg = Float32Array<ArrayBufferLike>>(xAngleInRadians: number, yAngleInRadians: number, zAngleInRadians: number, order: RotationOrder, dst?: T | undefined) => T;
copy: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
clone: <T extends QuatArg = Float32Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
add: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
subtract: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
sub: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
mulScalar: <T extends QuatArg = Float32Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
scale: <T extends QuatArg = Float32Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
divScalar: <T extends QuatArg = Float32Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
dot: (a: QuatArg, b: QuatArg) => number;
lerp: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, t: number, dst?: T | undefined) => T;
length: (v: QuatArg) => number;
len: (v: QuatArg) => number;
lengthSq: (v: QuatArg) => number;
lenSq: (v: QuatArg) => number;
normalize: <T extends QuatArg = Float32Array<ArrayBufferLike>>(v: QuatArg, dst?: T | undefined) => T;
equalsApproximately: (a: QuatArg, b: QuatArg) => boolean;
equals: (a: QuatArg, b: QuatArg) => boolean;
identity: <T extends QuatArg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
rotationTo: <T extends QuatArg = Float32Array<ArrayBufferLike>>(aUnit: Vec3Arg, bUnit: Vec3Arg, dst?: T | undefined) => T;
sqlerp: <T extends QuatArg = Float32Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, c: QuatArg, d: QuatArg, t: number, dst?: T | undefined) => T;
},
/**
* Vec2 functions that default to returning `Float32Array`
* @namespace
*/
vec2: {
create: (x?: number, y?: number) => Float32Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number) => Float32Array<ArrayBufferLike>;
set: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(x: number, y: number, dst?: T | undefined) => T;
ceil: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
floor: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
round: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
clamp: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, min?: number, max?: number, dst?: T | undefined) => T;
add: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
addScaled: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, scale: number, dst?: T | undefined) => T;
angle: (a: Vec2Arg, b: Vec2Arg) => number;
subtract: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
sub: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
equalsApproximately: (a: Vec2Arg, b: Vec2Arg) => boolean;
equals: (a: Vec2Arg, b: Vec2Arg) => boolean;
lerp: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, t: number, dst?: T | undefined) => T;
lerpV: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, t: Vec2Arg, dst?: T | undefined) => T;
max: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
min: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
mulScalar: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
scale: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
divScalar: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
inverse: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
invert: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
cross: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
dot: (a: Vec2Arg, b: Vec2Arg) => number;
length: (v: Vec2Arg) => number;
len: (v: Vec2Arg) => number;
lengthSq: (v: Vec2Arg) => number;
lenSq: (v: Vec2Arg) => number;
distance: (a: Vec2Arg, b: Vec2Arg) => number;
dist: (a: Vec2Arg, b: Vec2Arg) => number;
distanceSq: (a: Vec2Arg, b: Vec2Arg) => number;
distSq: (a: Vec2Arg, b: Vec2Arg) => number;
normalize: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
negate: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
copy: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
clone: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
multiply: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
mul: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
divide: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
div: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
random: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(scale?: number, dst?: T | undefined) => T;
zero: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
transformMat4: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, m: Mat4Arg, dst?: T | undefined) => T;
transformMat3: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(v: Vec2Arg, m: Mat3Arg, dst?: T | undefined) => T;
rotate: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, rad: number, dst?: T | undefined) => T;
setLength: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, len: number, dst?: T | undefined) => T;
truncate: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, maxLen: number, dst?: T | undefined) => T;
midpoint: <T extends Vec2Arg = Float32Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
},
/**
* Vec3 functions that default to returning `Float32Array`
* @namespace
*/
vec3: {
create: (x?: number, y?: number, z?: number) => Float32Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number, z?: number) => Float32Array<ArrayBufferLike>;
set: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(x: number, y: number, z: number, dst?: T | undefined) => T;
ceil: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
floor: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
round: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
clamp: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, min?: number, max?: number, dst?: T | undefined) => T;
add: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
addScaled: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, scale: number, dst?: T | undefined) => T;
angle: (a: Vec3Arg, b: Vec3Arg) => number;
subtract: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
sub: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
equalsApproximately: (a: Vec3Arg, b: Vec3Arg) => boolean;
equals: (a: Vec3Arg, b: Vec3Arg) => boolean;
lerp: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, t: number, dst?: T | undefined) => T;
lerpV: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, t: Vec3Arg, dst?: T | undefined) => T;
max: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
min: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
mulScalar: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, k: number, dst?: T | undefined) => T;
scale: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, k: number, dst?: T | undefined) => T;
divScalar: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, k: number, dst?: T | undefined) => T;
inverse: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
invert: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
cross: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
dot: (a: Vec3Arg, b: Vec3Arg) => number;
length: (v: Vec3Arg) => number;
len: (v: Vec3Arg) => number;
lengthSq: (v: Vec3Arg) => number;
lenSq: (v: Vec3Arg) => number;
distance: (a: Vec3Arg, b: Vec3Arg) => number;
dist: (a: Vec3Arg, b: Vec3Arg) => number;
distanceSq: (a: Vec3Arg, b: Vec3Arg) => number;
distSq: (a: Vec3Arg, b: Vec3Arg) => number;
normalize: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
negate: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
copy: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
clone: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
multiply: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
mul: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
divide: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
div: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
random: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(scale?: number, dst?: T | undefined) => T;
zero: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
transformMat4: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, m: Mat4Arg, dst?: T | undefined) => T;
transformMat4Upper3x3: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, m: Mat4Arg, dst?: T | undefined) => T;
transformMat3: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, m: Mat3Arg, dst?: T | undefined) => T;
transformQuat: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(v: Vec3Arg, q: QuatArg, dst?: T | undefined) => T;
getTranslation: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
getAxis: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, axis: number, dst?: T | undefined) => T;
getScaling: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
rotateX: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, rad: number, dst?: T | undefined) => T;
rotateY: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, rad: number, dst?: T | undefined) => T;
rotateZ: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, rad: number, dst?: T | undefined) => T;
setLength: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, len: number, dst?: T | undefined) => T;
truncate: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, maxLen: number, dst?: T | undefined) => T;
midpoint: <T extends Vec3Arg = Float32Array<ArrayBufferLike>>(a: Vec3Arg, b: Vec3Arg, dst?: T | undefined) => T;
},
/**
* Vec3 functions that default to returning `Float32Array`
* @namespace
*/
vec4: {
create: (x?: number, y?: number, z?: number, w?: number) => Float32Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number, z?: number, w?: number) => Float32Array<ArrayBufferLike>;
set: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(x: number, y: number, z: number, w: number, dst?: T | undefined) => T;
ceil: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
floor: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
round: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
clamp: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, min?: number, max?: number, dst?: T | undefined) => T;
add: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
addScaled: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, scale: number, dst?: T | undefined) => T;
subtract: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
sub: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
equalsApproximately: (a: Vec4Arg, b: Vec4Arg) => boolean;
equals: (a: Vec4Arg, b: Vec4Arg) => boolean;
lerp: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, t: number, dst?: T | undefined) => T;
lerpV: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, t: Vec4Arg, dst?: T | undefined) => T;
max: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
min: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
mulScalar: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, k: number, dst?: T | undefined) => T;
scale: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, k: number, dst?: T | undefined) => T;
divScalar: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, k: number, dst?: T | undefined) => T;
inverse: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
invert: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
dot: (a: Vec4Arg, b: Vec4Arg) => number;
length: (v: Vec4Arg) => number;
len: (v: Vec4Arg) => number;
lengthSq: (v: Vec4Arg) => number;
lenSq: (v: Vec4Arg) => number;
distance: (a: Vec4Arg, b: Vec4Arg) => number;
dist: (a: Vec4Arg, b: Vec4Arg) => number;
distanceSq: (a: Vec4Arg, b: Vec4Arg) => number;
distSq: (a: Vec4Arg, b: Vec4Arg) => number;
normalize: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
negate: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
copy: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
clone: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, dst?: T | undefined) => T;
multiply: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
mul: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
divide: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
div: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
zero: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(dst?: T | undefined) => T;
transformMat4: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(v: Vec4Arg, m: Mat4Arg, dst?: T | undefined) => T;
setLength: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, len: number, dst?: T | undefined) => T;
truncate: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, maxLen: number, dst?: T | undefined) => T;
midpoint: <T extends Vec4Arg = Float32Array<ArrayBufferLike>>(a: Vec4Arg, b: Vec4Arg, dst?: T | undefined) => T;
};
export declare const mat3d: {
add: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
clone: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
copy: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
create: (v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number) => Float64Array<ArrayBufferLike>;
determinant: (m: Mat3Arg) => number;
equals: (a: Mat3Arg, b: Mat3Arg) => boolean;
equalsApproximately: (a: Mat3Arg, b: Mat3Arg) => boolean;
fromMat4: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m4: Mat4Arg, dst?: T | undefined) => T;
fromQuat: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
get3DScaling: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => Float64Array<ArrayBufferLike> | T;
getAxis: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, axis: number, dst?: T | undefined) => T;
getScaling: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => Float64Array<ArrayBufferLike> | T;
getTranslation: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
identity: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(dst?: T | undefined) => T;
inverse: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
invert: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
mul: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
mulScalar: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
multiply: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(a: Mat3Arg, b: Mat3Arg, dst?: T | undefined) => T;
multiplyScalar: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
negate: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
rotate: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateX: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotation: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationX: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationY: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationZ: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
scale: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
scale3D: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec3Arg, dst?: T | undefined) => T;
scaling: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
scaling3D: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
set: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, dst?: T | undefined) => T;
setAxis: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, axis: number, dst?: T | undefined) => T;
setTranslation: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(a: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
translate: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, v: Vec2Arg, dst?: T | undefined) => T;
translation: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
transpose: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, dst?: T | undefined) => T;
uniformScale: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
uniformScale3D: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(m: Mat3Arg, s: number, dst?: T | undefined) => T;
uniformScaling: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
uniformScaling3D: <T extends Mat3Arg = Float64Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
}, mat4d: {
add: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
aim: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(position: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
axisRotate: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
axisRotation: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
cameraAim: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
clone: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
copy: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => 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) => Float64Array<ArrayBufferLike>;
determinant: (m: Mat4Arg) => number;
equals: (a: Mat4Arg, b: Mat4Arg) => boolean;
equalsApproximately: (a: Mat4Arg, b: Mat4Arg) => boolean;
fromMat3: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m3: Mat3Arg, dst?: T | undefined) => T;
fromQuat: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
frustum: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T | undefined) => T;
frustumReverseZ: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: T | undefined) => T;
getAxis: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, axis: number, dst?: T | undefined) => Float64Array<ArrayBufferLike> | T;
getScaling: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
getTranslation: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
identity: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(dst?: T | undefined) => T;
inverse: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
invert: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
lookAt: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T | undefined) => T;
mul: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
mulScalar: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
multiply: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(a: Mat4Arg, b: Mat4Arg, dst?: T | undefined) => T;
multiplyScalar: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
negate: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
ortho: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T | undefined) => T;
perspective: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: T | undefined) => T;
perspectiveReverseZ: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: T | undefined) => T;
rotate: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateX: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, angleInRadians: number, dst?: T | undefined) => T;
rotation: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
rotationX: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationY: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
rotationZ: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(angleInRadians: number, dst?: T | undefined) => T;
scale: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
scaling: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
set: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(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 | undefined) => T;
setAxis: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, axis: number, dst: T) => T;
setTranslation: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(a: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
translate: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, v: Vec3Arg, dst?: T | undefined) => T;
translation: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(v: Vec3Arg, dst?: T | undefined) => T;
transpose: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, dst?: T | undefined) => T;
uniformScale: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(m: Mat4Arg, s: number, dst?: T | undefined) => T;
uniformScaling: <T extends Mat4Arg = Float64Array<ArrayBufferLike>>(s: number, dst?: T | undefined) => T;
}, quatd: {
create: (x?: number, y?: number, z?: number, w?: number) => Float64Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number, z?: number, w?: number) => Float64Array<ArrayBufferLike>;
set: <T extends QuatArg = Float64Array<ArrayBufferLike>>(x: number, y: number, z: number, w: number, dst?: T | undefined) => T;
fromAxisAngle: <T extends QuatArg = Float64Array<ArrayBufferLike>>(axis: Vec3Arg, angleInRadians: number, dst?: T | undefined) => T;
toAxisAngle: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => {
angle: number;
axis: T;
};
angle: (a: QuatArg, b: QuatArg) => number;
multiply: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
mul: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
rotateX: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
rotateY: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
rotateZ: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, angleInRadians: number, dst?: T | undefined) => T;
slerp: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, t: number, dst?: T | undefined) => T;
inverse: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
conjugate: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
fromMat: <T extends QuatArg = Float64Array<ArrayBufferLike>>(m: Mat3Arg | Mat4Arg, dst?: T | undefined) => T;
fromEuler: <T extends QuatArg = Float64Array<ArrayBufferLike>>(xAngleInRadians: number, yAngleInRadians: number, zAngleInRadians: number, order: RotationOrder, dst?: T | undefined) => T;
copy: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
clone: <T extends QuatArg = Float64Array<ArrayBufferLike>>(q: QuatArg, dst?: T | undefined) => T;
add: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
subtract: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
sub: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, dst?: T | undefined) => T;
mulScalar: <T extends QuatArg = Float64Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
scale: <T extends QuatArg = Float64Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
divScalar: <T extends QuatArg = Float64Array<ArrayBufferLike>>(v: QuatArg, k: number, dst?: T | undefined) => T;
dot: (a: QuatArg, b: QuatArg) => number;
lerp: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, t: number, dst?: T | undefined) => T;
length: (v: QuatArg) => number;
len: (v: QuatArg) => number;
lengthSq: (v: QuatArg) => number;
lenSq: (v: QuatArg) => number;
normalize: <T extends QuatArg = Float64Array<ArrayBufferLike>>(v: QuatArg, dst?: T | undefined) => T;
equalsApproximately: (a: QuatArg, b: QuatArg) => boolean;
equals: (a: QuatArg, b: QuatArg) => boolean;
identity: <T extends QuatArg = Float64Array<ArrayBufferLike>>(dst?: T | undefined) => T;
rotationTo: <T extends QuatArg = Float64Array<ArrayBufferLike>>(aUnit: Vec3Arg, bUnit: Vec3Arg, dst?: T | undefined) => T;
sqlerp: <T extends QuatArg = Float64Array<ArrayBufferLike>>(a: QuatArg, b: QuatArg, c: QuatArg, d: QuatArg, t: number, dst?: T | undefined) => T;
}, vec2d: {
create: (x?: number, y?: number) => Float64Array<ArrayBufferLike>;
fromValues: (x?: number, y?: number) => Float64Array<ArrayBufferLike>;
set: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(x: number, y: number, dst?: T | undefined) => T;
ceil: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
floor: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
round: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
clamp: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, min?: number, max?: number, dst?: T | undefined) => T;
add: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
addScaled: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, scale: number, dst?: T | undefined) => T;
angle: (a: Vec2Arg, b: Vec2Arg) => number;
subtract: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
sub: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
equalsApproximately: (a: Vec2Arg, b: Vec2Arg) => boolean;
equals: (a: Vec2Arg, b: Vec2Arg) => boolean;
lerp: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, t: number, dst?: T | undefined) => T;
lerpV: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, t: Vec2Arg, dst?: T | undefined) => T;
max: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
min: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
mulScalar: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
scale: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
divScalar: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, k: number, dst?: T | undefined) => T;
inverse: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
invert: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
cross: <T extends Vec3Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
dot: (a: Vec2Arg, b: Vec2Arg) => number;
length: (v: Vec2Arg) => number;
len: (v: Vec2Arg) => number;
lengthSq: (v: Vec2Arg) => number;
lenSq: (v: Vec2Arg) => number;
distance: (a: Vec2Arg, b: Vec2Arg) => number;
dist: (a: Vec2Arg, b: Vec2Arg) => number;
distanceSq: (a: Vec2Arg, b: Vec2Arg) => number;
distSq: (a: Vec2Arg, b: Vec2Arg) => number;
normalize: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
negate: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
copy: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
clone: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, dst?: T | undefined) => T;
multiply: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
mul: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
divide: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
div: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(a: Vec2Arg, b: Vec2Arg, dst?: T | undefined) => T;
random: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(scale?: number, dst?: T | undefined) => T;
zero: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(dst?: T | undefined) => T;
transformMat4: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, m: Mat4Arg, dst?: T | undefined) => T;
transformMat3: <T extends Vec2Arg = Float64Array<ArrayBufferLike>>(v: Vec2Arg, m: Mat3Arg, dst?: T | undefined) => T;
rotate: <T e