linearly 0.34.2 → 0.35.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -8
- package/lib/cjs/mat2.d.ts +20 -5
- package/lib/cjs/mat2.d.ts.map +1 -1
- package/lib/cjs/mat2.js +35 -5
- package/lib/cjs/mat2d.d.ts +7 -3
- package/lib/cjs/mat2d.d.ts.map +1 -1
- package/lib/cjs/mat2d.js +7 -3
- package/lib/cjs/mat3.d.ts +1 -0
- package/lib/cjs/mat3.d.ts.map +1 -1
- package/lib/cjs/mat3.js +2 -1
- package/lib/cjs/mat4.d.ts +43 -16
- package/lib/cjs/mat4.d.ts.map +1 -1
- package/lib/cjs/mat4.js +73 -17
- package/lib/cjs/quat.d.ts +31 -3
- package/lib/cjs/quat.d.ts.map +1 -1
- package/lib/cjs/quat.js +177 -7
- package/lib/cjs/scalar.d.ts +141 -10
- package/lib/cjs/scalar.d.ts.map +1 -1
- package/lib/cjs/scalar.js +156 -11
- package/lib/cjs/vec2.d.ts +189 -34
- package/lib/cjs/vec2.d.ts.map +1 -1
- package/lib/cjs/vec2.js +354 -46
- package/lib/cjs/vec3.d.ts +143 -25
- package/lib/cjs/vec3.d.ts.map +1 -1
- package/lib/cjs/vec3.js +297 -44
- package/lib/cjs/vec4.d.ts +127 -30
- package/lib/cjs/vec4.d.ts.map +1 -1
- package/lib/cjs/vec4.js +292 -54
- package/lib/esm/mat2.d.ts +20 -5
- package/lib/esm/mat2.d.ts.map +1 -1
- package/lib/esm/mat2.js +35 -5
- package/lib/esm/mat2d.d.ts +7 -3
- package/lib/esm/mat2d.d.ts.map +1 -1
- package/lib/esm/mat2d.js +7 -3
- package/lib/esm/mat3.d.ts +1 -0
- package/lib/esm/mat3.d.ts.map +1 -1
- package/lib/esm/mat3.js +2 -1
- package/lib/esm/mat4.d.ts +43 -16
- package/lib/esm/mat4.d.ts.map +1 -1
- package/lib/esm/mat4.js +73 -17
- package/lib/esm/quat.d.ts +31 -3
- package/lib/esm/quat.d.ts.map +1 -1
- package/lib/esm/quat.js +177 -7
- package/lib/esm/scalar.d.ts +141 -10
- package/lib/esm/scalar.d.ts.map +1 -1
- package/lib/esm/scalar.js +156 -11
- package/lib/esm/vec2.d.ts +189 -34
- package/lib/esm/vec2.d.ts.map +1 -1
- package/lib/esm/vec2.js +354 -46
- package/lib/esm/vec3.d.ts +143 -25
- package/lib/esm/vec3.d.ts.map +1 -1
- package/lib/esm/vec3.js +297 -44
- package/lib/esm/vec4.d.ts +127 -30
- package/lib/esm/vec4.d.ts.map +1 -1
- package/lib/esm/vec4.js +292 -54
- package/package.json +1 -1
package/lib/esm/scalar.d.ts
CHANGED
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@@ -1,10 +1,16 @@
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import * as Common from './common';
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/**
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* Functions for working with scalar values
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* Functions for working with scalar values.
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* @category Modules
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*/
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export declare namespace scalar {
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/**
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* Adds the given values
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*/
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function add(...vs: number[]): number;
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/**
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* Subtracts the given values. When the argument is a single value, it negates it. Otherwise, it subtracts from left to right.
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*
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* @shorthands
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* - {@link sub}
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*/
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@@ -15,10 +21,12 @@ export declare namespace scalar {
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*/
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const sub: typeof subtract;
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/**
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* Subtracts
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* Subtracts a from b
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*/
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function delta(a: number, b: number): number;
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/**
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* Multiplies the given values
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*
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* @shorthands
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* - {@link mul}
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*/
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*/
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const mul: typeof multiply;
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/**
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* Divides the given values. When the argument is a single value, it returns its reciprocal. Otherwise, it divides from left to right.
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*
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* @shorthands
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* - {@link div}
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*/
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@@ -42,9 +52,21 @@ export declare namespace scalar {
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* Symmetric round the given number
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*/
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const round: typeof Common.round;
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/**
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* Returns the smallest integer greater than or equal to the input
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*/
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const ceil: (x: number) => number;
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/**
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* Returns the largest integer less than or equal to the input
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*/
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const floor: (x: number) => number;
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/**
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* Returns the sign of the input (-1, 0, or 1)
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*/
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const sign: (x: number) => number;
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/**
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* Returns the absolute value of the input
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*/
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const abs: (x: number) => number;
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/**
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* Removes the fractional part
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*/
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function fract(v: number): number;
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/**
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*
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* Computes the value of one parameter modulo another. This is computed as x - y * floor(x/y). Unlike JavaScript's `%` operator, the sign of result always matches to `b`.
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* @see https://thebookofshaders.com/glossary/?search=mod
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*/
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function mod(a: number, b: number): number;
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* @returns The quantized value
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*/
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function quantize(v: number, step: number, offset?: number): number;
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/**
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* Returns the minimum of the given values
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*/
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const min: (...values: number[]) => number;
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/**
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* Returns the maximum of the given values
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*/
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const max: (...values: number[]) => number;
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/**
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* Constrain a value to lie between two further values
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* @param max the upper end of the range into which to constrain `s`
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function clamp(v: number, min: number, max: number): number;
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/**
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* Multiplies two values
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*/
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function scale(a: number, b: number): number;
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/**
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* Returns the average value of the input(s)
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* @category Shorthands
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*/
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const avg: typeof average;
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/**
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* Adds two values after scaling the second operand by a scalar value
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*/
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function scaleAndAdd(a: number, b: number, s: number): number;
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/**
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*
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* Calculates the distance between two values
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*
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* @shorthands
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* - {@link dist}
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function distance(a: number, b: number): number;
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const len: (x: number) => number;
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/**
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*
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* Returns the squared value of the input
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*
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* @shorthands
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* - {@link sqrLen}
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function squaredLength(a: number): number;
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* @category Shorthands
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const sqrLen: typeof squaredLength;
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/**
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* Negates a value
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*/
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function negate(a: number): number;
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/**
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* Returns the reciprocal of a value (1/a)
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*/
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function invert(a: number): number;
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/**
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* Returns the result of `1 - a`.
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function oneMinus(a: number): number;
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/**
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* Normalizes a value to -1, 0, or 1. Equivalent to `Math.sign`.
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*/
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const normalize: (x: number) => number;
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/**
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* Linearly
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* Linearly interpolates between two values. Same as GLSL's built-in `mix` function.
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
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* @shorthands
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function lerp(a: number, b: number, t: number): number;
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/**
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* Alias for {@link
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* Alias for {@link lerp}
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
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* @category Shorthands
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* @returns
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*/
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function efit(value: number, omin: number, omax: number, nmin: number, nmax: number): number;
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/**
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* Takes the value in the range `(0, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit01.html
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*/
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function fit01(value: number, nmin: number, nmax: number): number;
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/**
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* Takes the value in the range `(-1, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit11.html
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*/
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function fit11(value: number, nmin: number, nmax: number): number;
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* Apply a step function by comparing two values
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/step.xhtml
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const rad: typeof radians;
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/**
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* Returns the sine of an angle in degrees
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* @param deg An angle in degrees
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*/
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function sin(deg: number): number;
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/**
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* Returns the cosine of an angle in degrees
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* @param deg An angle in degrees
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*/
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function cos(deg: number): number;
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/**
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* Returns the tangent of an angle in degrees
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* @param deg An angle in degrees
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*/
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function tan(deg: number): number;
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/**
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* Returns the arcsine of a value, in degrees
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* @param x A numeric expression
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* @returns The angle in degrees
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*/
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function asin(x: number): number;
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/**
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* Returns the arc cosine of a value, in degrees
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* @returns The angle in degrees
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*/
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function acos(x: number): number;
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* Returns the arc-tangent of the parameters. If `x` is not provided, `y` is regarded as a value of `y/x`.
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function atan2(y: number, x: number): number;
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/**
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* Returns the base to the exponent power
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*/
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const pow: (x: number, y: number) => number;
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/**
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* Returns e raised to the power of the input
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*/
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const exp: (x: number) => number;
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/**
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* Returns the natural logarithm of the input
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*/
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const log: (x: number) => number;
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* Returns 2 raised to the power of the parameter
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* @param v the value of the power to which 2 will be raised
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function exp2(v: number): number;
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/**
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* Returns the base-2 logarithm of the input
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*/
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const log2: (x: number) => number;
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/**
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* Returns the square root of the input
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*/
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const invsqrt: typeof inverseSqrt;
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/**
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* Returns the hyperbolic sine of the input
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*/
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const sinh: (x: number) => number;
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* Returns the hyperbolic cosine of the input
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*/
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const cosh: (x: number) => number;
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* Returns the hyperbolic tangent of the input
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*/
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const tanh: (x: number) => number;
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/**
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* Returns the inverse hyperbolic sine of the input
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*/
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const asinh: (x: number) => number;
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* Returns the inverse hyperbolic cosine of the input
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*/
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const acosh: (x: number) => number;
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/**
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* Returns the inverse hyperbolic tangent of the input
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*/
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const atanh: (x: number) => number;
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/**
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* Clamps the value to [0, 1]. Equivalent to HLSL's `saturate`.
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*/
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function saturate(v: number): number;
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/**
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* Returns a sawtooth wave with the given period. Basically, the output will be the input value modulo `period`, but returns 1 when the phase is 1. The shape of the wave will be continuous for the negative ranges, so when phase is negative integer, the output will be 0, else if phase is negative float, the output will be 1 - fractional part of phase.
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* @see https://www.geogebra.org/calculator/d3grfqqe
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function sinwave(v: number, period?: number): number;
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/**
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* Returns a square wave with the given period. The output is 0 for the first half and 1 for the second half of each period.
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* @see https://www.geogebra.org/calculator/d3grfqqe
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*
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* @param x the input value
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* @param period the period of the wave
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* @category Periodic Functions
|
|
471
|
+
*/
|
|
472
|
+
function square(x: number, period?: number): number;
|
|
473
|
+
/**
|
|
474
|
+
* Returns whether or not two numbers are approximately equal.
|
|
344
475
|
*
|
|
345
476
|
* @shorthands
|
|
346
477
|
* - {@link approx}
|
package/lib/esm/scalar.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|