linearly 0.36.0 → 0.37.0
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/lib/esm/mat2.d.ts +1 -1
- package/lib/esm/mat2.d.ts.map +1 -1
- package/lib/esm/mat2.js +3 -2
- package/lib/esm/mat2d.d.ts.map +1 -1
- package/lib/esm/mat2d.js +4 -5
- package/lib/esm/mat3.d.ts.map +1 -1
- package/lib/esm/mat3.js +16 -15
- package/lib/esm/mat4.d.ts.map +1 -1
- package/lib/esm/mat4.js +18 -17
- package/lib/esm/quat.js +3 -3
- package/lib/esm/scalar.d.ts +6 -35
- package/lib/esm/scalar.d.ts.map +1 -1
- package/lib/esm/scalar.js +11 -53
- package/package.json +9 -4
- package/lib/cjs/common.d.ts +0 -16
- package/lib/cjs/common.d.ts.map +0 -1
- package/lib/cjs/common.js +0 -70
- package/lib/cjs/index.d.ts +0 -10
- package/lib/cjs/index.d.ts.map +0 -1
- package/lib/cjs/index.js +0 -22
- package/lib/cjs/mat2.d.ts +0 -272
- package/lib/cjs/mat2.d.ts.map +0 -1
- package/lib/cjs/mat2.js +0 -473
- package/lib/cjs/mat2d.d.ts +0 -329
- package/lib/cjs/mat2d.d.ts.map +0 -1
- package/lib/cjs/mat2d.js +0 -641
- package/lib/cjs/mat3.d.ts +0 -295
- package/lib/cjs/mat3.d.ts.map +0 -1
- package/lib/cjs/mat3.js +0 -670
- package/lib/cjs/mat4.d.ts +0 -532
- package/lib/cjs/mat4.d.ts.map +0 -1
- package/lib/cjs/mat4.js +0 -1576
- package/lib/cjs/quat.d.ts +0 -334
- package/lib/cjs/quat.d.ts.map +0 -1
- package/lib/cjs/quat.js +0 -802
- package/lib/cjs/scalar.d.ts +0 -501
- package/lib/cjs/scalar.d.ts.map +0 -1
- package/lib/cjs/scalar.js +0 -728
- package/lib/cjs/vec2.d.ts +0 -664
- package/lib/cjs/vec2.d.ts.map +0 -1
- package/lib/cjs/vec2.js +0 -1247
- package/lib/cjs/vec3.d.ts +0 -660
- package/lib/cjs/vec3.d.ts.map +0 -1
- package/lib/cjs/vec3.js +0 -1329
- package/lib/cjs/vec4.d.ts +0 -552
- package/lib/cjs/vec4.d.ts.map +0 -1
- package/lib/cjs/vec4.js +0 -1200
package/lib/cjs/quat.d.ts
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import * as Common from './common';
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import type { mat3 } from './mat3';
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import { mat4 } from './mat4';
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import { vec3 } from './vec3';
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import { vec4 } from './vec4';
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/**
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* Represents rotation in 3D space with the quaternion format XYZW.
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* @category Types
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*/
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export type quat = readonly [x: number, y: number, z: number, w: number];
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/**
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* Functions for {@link quat}, a format for representing rotation in 3D space.
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* @category Modules
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*/
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export declare namespace quat {
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/**
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* Mutable version of {@link quat}
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* @category Types
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*/
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type Mutable = [x: number, y: number, z: number, w: number];
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/**
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* Creates a new quaternion from given elements
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* @category Generators
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*/
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function of(x: number, y: number, z: number, w: number): quat;
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/**
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* Creates a mutable clone of given quat
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* @category Generators
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*/
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function clone(a: quat): Mutable;
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/**
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* Constrain each component to lie between min and max
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* @see https://thebookofshaders.com/glossary/?search=clamp
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*/
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function clamp(q: quat, min: number, max: number): quat;
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/**
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* Clamps each component to [0, 1]
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*/
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function clamp01(q: quat): quat;
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/**
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* Clamps each component to [-1, 1]
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*/
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function clamp11(q: quat): quat;
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/**
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* The identity quaternion.
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* @category Constants
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*
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* @shorthands
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* - {@link id}
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* - {@link ident}
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*/
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const identity: quat;
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/**
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* Alias for {@link identity}
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* @category Shorthands
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*/
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const I: quat;
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/**
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* Alias for {@link identity}
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* @category Shorthands
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*/
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const id: quat;
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/**
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* Alias for {@link identity}
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* @category Shorthands
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*/
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const ident: quat;
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/**
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* The zero quaternion.
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* @category Constants
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*/
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const zero: quat;
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/**
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* Sets a quat from the given angle and rotation axis,
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* then returns it.
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* @category Generators
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* @param axis the axis around which to rotate
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* @param deg the angle in degrees
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**/
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function fromAxisAngle(axis: vec3, deg: number): quat;
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/**
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* Gets the rotation axis and angle for a given
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* quaternion. If a quaternion is created with
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* fromAxisAngle, this method will return the same
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* values as provided in the original parameter list
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* OR functionally equivalent values.
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* Example: The quaternion formed by axis [0, 0, 1] and
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* angle -90 is the same as the quaternion formed by
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* [0, 0, 1] and 270. This method favors the latter.
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*
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* @param q Quaternion to be decomposed
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*/
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function axisAngle(q: quat): {
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axis: vec3;
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deg: number;
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};
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/**
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* Gets the angular distance between two unit quaternions
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*
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* @param a Origin unit quaternion
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* @param b Destination unit quaternion
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* @return Angle, in degrees, between the two quaternions
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*/
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function angle(a: quat, b: quat): number;
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/**
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* Multiplies given quat's
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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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*
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* @shorthands
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* - {@link mul}
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*/
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function multiply(...qs: quat[]): quat;
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/**
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* Alias for {@link 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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* Rotates a quaternion by the given angle about the X axis
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*
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* @param a quat to rotate
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* @param deg angle to rotate, in degrees
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*/
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function rotateX(a: quat, deg: number): quat;
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/**
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* Rotates a quaternion by the given angle about the Y axis
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*
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* @param a quat to rotate
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* @param deg angle to rotate, in degrees
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*/
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function rotateY(a: quat, deg: number): quat;
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/**
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* Rotates a quaternion by the given angle about the Z axis
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*
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* @param a quat to rotate
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* @param deg angle (in degrees) to rotate
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*/
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function rotateZ(a: quat, deg: number): quat;
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/**
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* Calculates the W component of a quat from the X, Y, and Z components.
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* Assumes that quaternion is 1 unit in length.
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* Any existing W component will be ignored.
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*/
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function calculateW(q: quat): quat;
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/**
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* Calculate the exponential of a unit quaternion.
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*/
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function exp(q: quat): quat;
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/**
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* Calculate the natural logarithm of a unit quaternion.
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*/
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function ln(a: quat): quat;
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/**
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* Calculate the scalar power of a unit quaternion.
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*/
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function pow(a: quat, b: number): quat;
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/**
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* Performs a spherical linear interpolation between two quat
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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 t interpolation amount, in the range [0-1], between the two inputs
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*/
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function slerp(a: quat, b: quat, t: number): quat;
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/**
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* Calculates the inverse of a quat
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*/
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function invert(q: quat): quat;
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/**
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* Calculates the conjugate of a quat
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* If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
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*/
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function conjugate(a: quat): quat;
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/**
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* Creates a quaternion from the given 3x3 rotation matrix.
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*
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* NOTE: The resultant quaternion is not normalized, so you should be sure
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* to renormalize the quaternion yourself where necessary.
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* @category Generators
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*/
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function fromMat3(m: mat3): quat;
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/**
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* Creates a quaternion from the given 4x4 affine matrix. The translation portion of the matrix is ignored. Same as mat4. Alias for {@link mat4.getRotation}.
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*/
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const fromMat4: typeof mat4.getRotation;
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/**
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* Creates a quaternion from a normalized direction vector and an up vector.
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* Equivalent to GLM's `glm::quatLookAt`.
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*
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* @param direction Normalized direction vector (forward)
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* @param up Up vector, default is vec3.unitY
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* @category Generators
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*/
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function lookAt(direction: vec3, up?: vec3): quat;
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/**
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* Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.
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*
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* @param deg Angles to rotate around X, Y, Z axes in degree.
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* @param order Intrinsic order for conversion, default is zyx.
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* @category Generators
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*/
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function fromEuler(deg: vec3, order?: Common.AngleOrder): number[];
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/**
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* Extracts Euler angles from a quaternion. This is the inverse of {@link fromEuler}.
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* Equivalent to GLM's `glm::eulerAngles`.
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*
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* @param q The quaternion to extract Euler angles from
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* @param order Intrinsic order for conversion, default is zyx
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* @returns Euler angles in degrees as vec3 [x, y, z]
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*/
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function toEuler(q: quat, order?: Common.AngleOrder): vec3;
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/**
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* Performs a normalized linear interpolation (nlerp) between two quaternions.
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* Faster than {@link slerp} and sufficient for small rotation differences.
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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 t interpolation amount, in the range [0-1], between the two inputs
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*/
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function lerp(a: quat, b: quat, t: number): quat;
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/**
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* Adds given quat's
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*/
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const add: (a: quat, b: quat) => quat;
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/**
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* Scales a quat by a scalar number
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*/
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const scale: (a: quat, b: number) => quat;
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/**
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* Calculates the dot product of two quat's
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*/
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const dot: (a: quat, b: quat) => number;
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/**
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* Calculates the length of a quat
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*
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* @param a vector to calculate length of
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* @returns length of a
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*
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* @shorthands
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* - {@link len}
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*/
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const length: typeof vec4.length;
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* Alias for {@link length}
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* @category Shorthands
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*/
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const len: typeof vec4.length;
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* Calculates the squared length of a quat
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*
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* @param a vector to calculate squared length of
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* @returns squared length of a
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* - {@link sqrLen}
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* Alias for {@link squaredLength}
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* @category Shorthands
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* Normalize a quat
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*
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* @param a quaternion to normalize
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*/
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const normalize: typeof vec4.normalize;
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/**
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* Returns whether or not the quaternions have exactly the same elements in the same position (when compared with `===`)
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*
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* @shorthands
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* - {@link eq}
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const exactEquals: typeof vec4.exactEquals;
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/**
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* Alias for {@link exactEquals}
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* @category Shorthands
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const eq: typeof vec4.exactEquals;
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/**
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* Returns whether or not the quaternions point approximately to the same direction. Both quaternions are assumed to be unit length.
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*
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* @shorthands
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* - {@link approx}
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* - {@link equals}
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*/
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function approxEquals(a: quat, b: quat): boolean;
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/**
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* Alias for {@link approxEquals}
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* @category Shorthands
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*/
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const approx: typeof approxEquals;
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/**
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* Alias for {@link approxEquals}. This is provided for compatibility with gl-matrix.
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298
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* @category Shorthands
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299
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* @deprecated Use {@link approxEquals} instead
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300
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*/
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301
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const equals: typeof approxEquals;
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302
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/**
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303
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* Sets a quaternion to represent the shortest rotation from one
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304
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* vector to another.
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305
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-
*
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306
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-
* Both vectors are assumed to be unit length.
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307
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-
*
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308
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-
* @param a the initial vector
|
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309
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-
* @param b the destination vector
|
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310
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-
* @category Generators
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311
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-
*/
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312
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-
const rotationTo: (a: vec3, b: vec3) => quat;
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313
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/**
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314
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-
* Performs a spherical linear interpolation with two control points
|
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315
|
-
*
|
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316
|
-
* @param a the first operand
|
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317
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-
* @param b the second operand
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318
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-
* @param c the third operand
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319
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-
* @param d the fourth operand
|
|
320
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-
* @param t interpolation amount, in the range [0-1], between the two inputs
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321
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-
*/
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322
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-
function sqlerp(a: quat, b: quat, c: quat, d: quat, t: number): quat;
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323
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-
/**
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324
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* Sets the specified quaternion with values corresponding to the given
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325
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* axes. Each axis is a vec3 and is expected to be unit length and
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326
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* perpendicular to all other specified axes.
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327
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-
*
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328
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-
* @param view the vector representing the viewing direction
|
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329
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-
* @param right the vector representing the local "right" direction
|
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330
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-
* @param up the vector representing the local "up" direction
|
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331
|
-
*/
|
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332
|
-
function setAxes(view: vec3, right: vec3, up: vec3): quat;
|
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333
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-
}
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334
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-
//# sourceMappingURL=quat.d.ts.map
|
package/lib/cjs/quat.d.ts.map
DELETED
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@@ -1 +0,0 @@
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1
|
-
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|