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/cjs/vec2.d.ts
CHANGED
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@@ -9,6 +9,7 @@ import { vec3 } from './vec3';
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export type vec2 = readonly [x: number, y: number];
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/**
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* Functions for {@link vec2}, a 2D vector.
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* @category Modules
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*/
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export declare namespace vec2 {
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/**
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@@ -35,55 +36,67 @@ export declare namespace vec2 {
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*/
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const one: vec2;
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/**
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*
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* A unit vector pointing toward positive X. Same as `[1, 0]`
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* @category Constants
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*/
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const unitX: vec2;
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/**
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*
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* A unit vector pointing toward positive Y. Same as `[0, 1]`
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* @category Constants
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*/
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const unitY: vec2;
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/**
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*
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* Adds the given vectors
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*/
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function add(...vs: vec2[]): vec2;
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function add(...vs: (vec2 | number)[]): vec2;
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/**
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* Subtracts the given vec2's. When the argument is a single vector, 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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function subtract(...vs: vec2[]): vec2;
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function subtract(...vs: (vec2 | number)[]): vec2;
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/**
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* Alias for {@link vec2.subtract}
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* @category Shorthands
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*
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* @shorthands
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* - {@link vec2.sub}
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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` component-wise
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*/
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function delta(a: vec2 | number, b: vec2 | number): vec2;
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/**
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* Multiplies the given vec2's component-wise
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*
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* @shorthands
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* - {@link mul}
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*/
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function
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function multiply(...vs: vec2[]): vec2;
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function multiply(...vs: (vec2 | number)[]): vec2;
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/**
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* Alias for {@link vec2.multiply}
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* @category Shorthands
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*/
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const mul: typeof multiply;
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/**
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* Divides the given vec2's component-wise
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*
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* @shorthands
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* - {@link
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* - {@link div}
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*/
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function divide(...vs: vec2[]): vec2;
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function divide(...vs: (vec2 | number)[]): vec2;
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/**
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* Alias for {@link vec2.divide}
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* @category Shorthands
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*
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* @shorthands
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* - {@link vec2.div}
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*/
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const div: typeof divide;
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/**
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* Returns the component-wise minimum of the given vec2's
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*/
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function min(...vs: (vec2 | number)[]): vec2;
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/**
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* Returns the component-wise maximum of the given vec2's
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*/
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function max(...vs: (vec2 | number)[]): vec2;
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/**
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* Constrain a value to lie between two further values
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* @see https://thebookofshaders.com/glossary/?search=clamp
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@@ -92,15 +105,24 @@ export declare namespace vec2 {
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* @param max the upper end of the range into which to constrain `v`
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*/
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function clamp(v: vec2, min: vec2 | number, max: vec2 | number): vec2;
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/**
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* Returns the absolute value of each component of a vec2
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*/
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function abs(v: vec2): vec2;
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/**
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*
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* Symmetric round the components of a vec2
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*/
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function round(a: vec2): vec2;
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/**
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* Applies Math.ceil to each component of a vec2
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*/
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function ceil(a: vec2): vec2;
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/**
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* Applies Math.floor to each component of a vec2
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*/
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function floor(a: vec2): vec2;
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/**
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* Math.sign
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* Applies Math.sign to each component of a vec2
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*/
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function sign(v: vec2): vec2;
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/**
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@@ -114,7 +136,7 @@ export declare namespace vec2 {
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*/
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function fract(a: vec2): vec2;
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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: vec2, b: vec2 | number): vec2;
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@@ -170,7 +192,7 @@ export declare namespace vec2 {
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*/
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function squaredDistance(a: vec2, b: vec2): number;
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/**
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* Alias for {@link vec2.
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* Alias for {@link vec2.squaredDistance}
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* @category Shorthands
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*/
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const sqrDist: typeof squaredDistance;
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@@ -238,11 +260,56 @@ export declare namespace vec2 {
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* Returns the result of `v` subtracted from {@link vec2.one}.
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*/
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function oneMinus(v: vec2): vec2;
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/**
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* Normalizes a vec2 to unit length. Returns the zero vector if the input has zero length.
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*/
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function normalize(v: vec2): vec2;
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/**
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* Calculates the dot product of two vec2's
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*/
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function dot(a: vec2, b: vec2): number;
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/**
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* Computes the cross product of two vec2's. Returns a vec3 with x and y components set to 0.
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*/
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function cross(a: vec2, b: vec2): vec3;
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/**
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*
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* Reflects incident vector `I` about normal `N`. The normal `N` should be normalized.
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/reflect.xhtml
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* @param I Incident vector
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* @param N Normal vector (should be normalized)
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*/
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function reflect(I: vec2, N: vec2): vec2;
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/**
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* Computes the refraction vector for incident vector `I`, surface normal `N`, and ratio of indices of refraction `eta`. The normal `N` should be normalized.
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/refract.xhtml
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* @param I Incident vector
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* @param N Normal vector (should be normalized)
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* @param eta Ratio of indices of refraction
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* @returns The refraction vector, or zero vector for total internal reflection
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*/
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function refract(I: vec2, N: vec2, eta: number): vec2;
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/**
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* Orients a normal to point away from a surface as defined by its incident vector. Returns `N` if `dot(Nref, I) < 0`, otherwise returns `-N`.
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/faceforward.xhtml
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* @param N Normal vector
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* @param I Incident vector
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* @param Nref Reference normal
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*/
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function faceforward(N: vec2, I: vec2, Nref: vec2): vec2;
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/**
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* Projects vector `a` onto vector `b`.
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* @param a The vector to project
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* @param b The vector to project onto
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*/
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function project(a: vec2, b: vec2): vec2;
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/**
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* Computes the rejection of vector `a` from vector `b` (the component of `a` perpendicular to `b`).
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* @param a The vector to reject
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* @param b The vector to reject from
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*/
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function reject(a: vec2, b: vec2): vec2;
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/**
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* Linearly interpolates between two vec2's. 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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* @category Shorthands
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*/
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const invlerp: typeof inverseLerp;
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/**
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* Performs a spherical linear interpolation between two vec2's
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*/
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function slerp(a: vec2, b: vec2, t: number): vec2;
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/**
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* Performs a hermite interpolation with two control points
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*
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* @param a the first operand
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* @param b the second operand
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* @param c the third operand
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* @param d the fourth operand
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* @param t interpolation amount, in the range [0-1], between the two inputs
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*/
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function hermite(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
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/**
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* Performs a bezier interpolation with two control points
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*/
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function bezier(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
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/**
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* Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. The function clamps the given value the range `(omin, omax)` before fitting, so the resulting value will be guaranteed to be in the range `(nmin, nmax)`. To avoid clamping use efit instead.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
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* @returns
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*/
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function efit(value: vec2, omin: vec2, omax: vec2, nmin: vec2, nmax: vec2): vec2;
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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: vec2, nmin: vec2, nmax: vec2): vec2;
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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: vec2, nmin: vec2, nmax: vec2): vec2;
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* Transforms the vec2 with a mat2
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*/
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function transformMat2(a: vec2, m: mat2): vec2;
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/**
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* Transforms the vec2 with a mat2d
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* 3rd vector component is implicitly '1'
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*/
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function transformMat2d(a: vec2, m: mat2d): vec2;
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/**
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* Transforms the vec2 with a mat3
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* @param v The value to be used to generate the step function.
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* @returns
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*/
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function step(edge: vec2 | number, v: vec2): vec2;
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function step(edge: vec2 | number, v: vec2 | number): vec2;
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/**
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* Perform Hermite interpolation between two values.
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml
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* @param x Source value for interpolation.
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* @returns
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*/
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function smoothstep(edge0: vec2, edge1: vec2, x: vec2): number[];
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function smoothstep(edge0: vec2 | number, edge1: vec2 | number, x: vec2): number[];
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/**
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* Converts the components of a vec2 from radians to degrees
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* @param rad The input vec2 in radians
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395
497
|
const rad: typeof radians;
|
|
396
498
|
/**
|
|
397
499
|
* Returns the sine of a number.
|
|
398
|
-
* @param deg
|
|
399
|
-
|
|
500
|
+
* @param deg An angle in degrees
|
|
501
|
+
*/
|
|
400
502
|
function sin(deg: vec2): vec2;
|
|
401
503
|
/**
|
|
402
504
|
* Returns the cosine of a number.
|
|
403
|
-
* @param deg
|
|
404
|
-
|
|
505
|
+
* @param deg An angle in degrees
|
|
506
|
+
*/
|
|
405
507
|
function cos(deg: vec2): vec2;
|
|
406
508
|
/**
|
|
407
509
|
* Returns the tangent of a number.
|
|
408
|
-
* @param deg
|
|
409
|
-
|
|
510
|
+
* @param deg An angle in degrees
|
|
511
|
+
*/
|
|
410
512
|
function tan(deg: vec2): vec2;
|
|
411
513
|
/**
|
|
412
514
|
* Returns the arcsine of a number.
|
|
@@ -436,15 +538,30 @@ export declare namespace vec2 {
|
|
|
436
538
|
* @see https://thebookofshaders.com/glossary/?search=atan
|
|
437
539
|
* */
|
|
438
540
|
function atan2(y: vec2, x: vec2): vec2;
|
|
439
|
-
|
|
541
|
+
/**
|
|
542
|
+
* Returns the base to the exponent power, component-wise
|
|
543
|
+
*/
|
|
544
|
+
function pow(a: vec2, b: vec2 | number): vec2;
|
|
545
|
+
/**
|
|
546
|
+
* Returns e raised to the power of each component
|
|
547
|
+
*/
|
|
440
548
|
function exp(v: vec2): vec2;
|
|
549
|
+
/**
|
|
550
|
+
* Returns the natural logarithm of each component
|
|
551
|
+
*/
|
|
441
552
|
function log(v: vec2): vec2;
|
|
442
553
|
/**
|
|
443
554
|
* Returns 2 raised to the power of the parameter
|
|
444
|
-
* @param v the value of the
|
|
555
|
+
* @param v the value of the power to which 2 will be raised
|
|
445
556
|
*/
|
|
446
557
|
function exp2(v: vec2): vec2;
|
|
558
|
+
/**
|
|
559
|
+
* Returns the base-2 logarithm of each component
|
|
560
|
+
*/
|
|
447
561
|
function log2(v: vec2): vec2;
|
|
562
|
+
/**
|
|
563
|
+
* Returns the square root of each component
|
|
564
|
+
*/
|
|
448
565
|
function sqrt(v: vec2): vec2;
|
|
449
566
|
/**
|
|
450
567
|
* Returns the inverse of the square root of the parameter
|
|
@@ -460,6 +577,44 @@ export declare namespace vec2 {
|
|
|
460
577
|
* @category Shorthands
|
|
461
578
|
*/
|
|
462
579
|
const invsqrt: typeof inverseSqrt;
|
|
580
|
+
/**
|
|
581
|
+
* Returns the hyperbolic sine of each component
|
|
582
|
+
*/
|
|
583
|
+
function sinh(v: vec2): vec2;
|
|
584
|
+
/**
|
|
585
|
+
* Returns the hyperbolic cosine of each component
|
|
586
|
+
*/
|
|
587
|
+
function cosh(v: vec2): vec2;
|
|
588
|
+
/**
|
|
589
|
+
* Returns the hyperbolic tangent of each component
|
|
590
|
+
*/
|
|
591
|
+
function tanh(v: vec2): vec2;
|
|
592
|
+
/**
|
|
593
|
+
* Returns the inverse hyperbolic sine of each component
|
|
594
|
+
*/
|
|
595
|
+
function asinh(v: vec2): vec2;
|
|
596
|
+
/**
|
|
597
|
+
* Returns the inverse hyperbolic cosine of each component
|
|
598
|
+
*/
|
|
599
|
+
function acosh(v: vec2): vec2;
|
|
600
|
+
/**
|
|
601
|
+
* Returns the inverse hyperbolic tangent of each component
|
|
602
|
+
*/
|
|
603
|
+
function atanh(v: vec2): vec2;
|
|
604
|
+
/**
|
|
605
|
+
* Clamps each component to [0, 1]. Equivalent to HLSL's `saturate`.
|
|
606
|
+
*/
|
|
607
|
+
function saturate(v: vec2): vec2;
|
|
608
|
+
/**
|
|
609
|
+
* Returns the sum of all components of a vector.
|
|
610
|
+
* Equivalent to GLM's `glm::compAdd`.
|
|
611
|
+
*/
|
|
612
|
+
function compAdd(v: vec2): number;
|
|
613
|
+
/**
|
|
614
|
+
* Returns the product of all components of a vector.
|
|
615
|
+
* Equivalent to GLM's `glm::compMul`.
|
|
616
|
+
*/
|
|
617
|
+
function compMul(v: vec2): number;
|
|
463
618
|
/**
|
|
464
619
|
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with `===`)
|
|
465
620
|
*
|
package/lib/cjs/vec2.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"vec2.d.ts","sourceRoot":"","sources":["../../src/vec2.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,IAAI,EAAC,MAAM,QAAQ,CAAA;AAC3B,OAAO,EAAC,KAAK,EAAC,MAAM,SAAS,CAAA;AAC7B,OAAO,EAAC,IAAI,EAAC,MAAM,QAAQ,CAAA;AAE3B,OAAO,EAAC,IAAI,EAAC,MAAM,QAAQ,CAAA;AAE3B;;;GAGG;AACH,MAAM,MAAM,IAAI,GAAG,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,CAAA;AAElD
|
|
1
|
+
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