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/vec2.d.ts
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import { mat2 } from './mat2';
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import { mat2d } from './mat2d';
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import { mat3 } from './mat3';
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import { vec3 } from './vec3';
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/**
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* Represents 2D vector
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* @category Types
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*/
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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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* Mutable version of {@link vec2}
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* @category Types
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*/
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type Mutable = [x: number, y: number];
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/**
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* Creates a new vector from given elements
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* @category Generators
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*/
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function of(x: number, y?: number): vec2;
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/**
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* Creates a mutable clone of given vec2
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* @category Generators
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*/
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function clone(a: vec2): Mutable;
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/**
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* @category Constants
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*/
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const zero: vec2;
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/**
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* @category Constants
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*/
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const one: vec2;
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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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* 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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* Adds the given vectors
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*/
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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 | 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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const sub: typeof subtract;
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/**
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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 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 div}
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*/
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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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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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* @param v the value to constrain
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* @param min the lower end of the range into which to constrain `v`
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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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* Clamps each component to [0, 1]. Equivalent to {@link saturate}.
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*/
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function clamp01(v: vec2): vec2;
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/**
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* Clamps each component to [-1, 1]
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*/
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function clamp11(v: vec2): 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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* 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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* 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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* Removes the fractional part
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* @see https://www.sidefx.com/docs/houdini/vex/functions/trunc.html
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*/
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function trunc(v: vec2): vec2;
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/**
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* Computes the fractional part of the argument
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/fract.xhtml
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*/
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function fract(a: vec2): vec2;
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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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/**
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* Quantize a vec2 to a given step and offset. If the step is 0, the value is returned unchanged.
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* @param v The value to quantize
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* @param step The step size
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* @param offset The offset
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* @returns The quantized value
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*/
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function quantize(v: vec2, step: vec2 | number, offset?: vec2 | number): vec2;
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/**
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* Scales a vec2 by a scalar number
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*
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* @param a the vector to scale
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* @param s amount to scale the vector by
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*/
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function scale(a: vec2, s: number): vec2;
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/**
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* Returns the average value of the input(s)
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* @see https://www.sidefx.com/docs/houdini/vex/functions/avg.html
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*
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* @shorthands
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* - {@link avg}
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*/
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function average(...vs: vec2[]): vec2;
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/**
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* Alias for {@link vec2.average}
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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 given vec2's after scaling the second operand by a scalar value
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*/
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function scaleAndAdd(a: vec2, b: vec2, scale: number): vec2;
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/**
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* Calculates the euclidian distance between two vec2's
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*
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* @shorthands
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* - {@link dist}
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*/
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function distance(a: vec2, b: vec2): number;
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/**
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* Alias for {@link vec2.distance}
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* @category Shorthands
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*/
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const dist: typeof distance;
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/**
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* Calculates the squared euclidian distance between two vec2's
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*
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* @shorthands
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* - {@link sqrDist}
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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.squaredDistance}
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* @category Shorthands
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*/
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const sqrDist: typeof squaredDistance;
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/**
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* Returns the absolute difference between corresponding components of two vec2's
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*
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* - {@link diff}
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*/
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function difference(a: vec2, b: vec2): vec2;
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/**
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* Alias for {@link vec2.difference}
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* @category Shorthands
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*/
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const diff: typeof difference;
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/**
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* Calculates the length of a vec2
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*
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* @shorthands
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* - {@link len}
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*/
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function length(v: vec2): number;
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/**
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* Alias for {@link vec2.length}
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* @category Shorthands
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*/
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const len: typeof length;
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/**
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* Calculates the squared length of a vec2
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*
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* @shorthands
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* - {@link sqrLen}
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function squaredLength(v: vec2): number;
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/**
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* Alias for {@link vec2.squaredLength}
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* @category Shorthands
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*/
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const sqrLen: typeof squaredLength;
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/**
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* Negates the components of a vec2
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*
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* @shorthands
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* - {@link neg}
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function negate(v: vec2): vec2;
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/**
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* Alias for {@link vec2.negate}
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* @category Shorthands
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*/
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const neg: typeof negate;
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/**
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* Returns the inverse of the components of a vec2
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*
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* @shorthands
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* - {@link inv}
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function invert(v: vec2): vec2;
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/**
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* Alias for {@link vec2.invert}
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* @category Shorthands
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const inv: typeof invert;
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/**
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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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* 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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297
|
-
*/
|
|
298
|
-
function refract(I: vec2, N: vec2, eta: number): vec2;
|
|
299
|
-
/**
|
|
300
|
-
* 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`.
|
|
301
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/faceforward.xhtml
|
|
302
|
-
* @param N Normal vector
|
|
303
|
-
* @param I Incident vector
|
|
304
|
-
* @param Nref Reference normal
|
|
305
|
-
*/
|
|
306
|
-
function faceforward(N: vec2, I: vec2, Nref: vec2): vec2;
|
|
307
|
-
/**
|
|
308
|
-
* Projects vector `a` onto vector `b`.
|
|
309
|
-
* @param a The vector to project
|
|
310
|
-
* @param b The vector to project onto
|
|
311
|
-
*/
|
|
312
|
-
function project(a: vec2, b: vec2): vec2;
|
|
313
|
-
/**
|
|
314
|
-
* Computes the rejection of vector `a` from vector `b` (the component of `a` perpendicular to `b`).
|
|
315
|
-
* @param a The vector to reject
|
|
316
|
-
* @param b The vector to reject from
|
|
317
|
-
*/
|
|
318
|
-
function reject(a: vec2, b: vec2): vec2;
|
|
319
|
-
/**
|
|
320
|
-
* Linearly interpolates between two vec2's. Same as GLSL's built-in `mix` function.
|
|
321
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
|
|
322
|
-
*
|
|
323
|
-
* @shorthands
|
|
324
|
-
* - {@link mix}
|
|
325
|
-
*/
|
|
326
|
-
function lerp(a: vec2, b: vec2, t: vec2 | number): vec2;
|
|
327
|
-
/**
|
|
328
|
-
* Alias for {@link vec2.lerp}
|
|
329
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
|
|
330
|
-
* @category Shorthands
|
|
331
|
-
*/
|
|
332
|
-
const mix: typeof lerp;
|
|
333
|
-
/**
|
|
334
|
-
* Returns the amount to mix `min` and `max` to generate the input value `t`. This is the inverse of the `lerp` function. If `min` and `max` are equal, the mixing value is `0.5`.
|
|
335
|
-
* @see https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Inverse-Lerp-Node.html
|
|
336
|
-
* @see https://www.sidefx.com/docs/houdini/vex/functions/invlerp.html
|
|
337
|
-
*
|
|
338
|
-
* @shorthands
|
|
339
|
-
* - {@link invlerp}
|
|
340
|
-
*/
|
|
341
|
-
function inverseLerp(a: vec2, b: vec2, t: vec2): vec2;
|
|
342
|
-
/**
|
|
343
|
-
* Alias for {@link vec2.inverseLerp}
|
|
344
|
-
* @category Shorthands
|
|
345
|
-
*/
|
|
346
|
-
const invlerp: typeof inverseLerp;
|
|
347
|
-
/**
|
|
348
|
-
* Performs a spherical linear interpolation between two vec2's
|
|
349
|
-
*/
|
|
350
|
-
function slerp(a: vec2, b: vec2, t: number): vec2;
|
|
351
|
-
/**
|
|
352
|
-
* Performs a hermite interpolation with two control points
|
|
353
|
-
*
|
|
354
|
-
* @param a the first operand
|
|
355
|
-
* @param b the second operand
|
|
356
|
-
* @param c the third operand
|
|
357
|
-
* @param d the fourth operand
|
|
358
|
-
* @param t interpolation amount, in the range [0-1], between the two inputs
|
|
359
|
-
*/
|
|
360
|
-
function hermite(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
|
|
361
|
-
/**
|
|
362
|
-
* Performs a bezier interpolation with two control points
|
|
363
|
-
*/
|
|
364
|
-
function bezier(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
|
|
365
|
-
/**
|
|
366
|
-
* 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.
|
|
367
|
-
* @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
|
|
368
|
-
* @param value
|
|
369
|
-
* @param omin
|
|
370
|
-
* @param omax
|
|
371
|
-
* @param nmin
|
|
372
|
-
* @param nmax
|
|
373
|
-
* @returns
|
|
374
|
-
*/
|
|
375
|
-
function fit(value: vec2, omin: vec2, omax: vec2, nmin: vec2, nmax: vec2): vec2;
|
|
376
|
-
/**
|
|
377
|
-
* Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. Unlike `fit`, this function does not clamp values to the given range. If `omin` and `omax` are the same, the function returns the average of `nmin` and `nmax`.
|
|
378
|
-
* @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
|
|
379
|
-
* @param value
|
|
380
|
-
* @param omin
|
|
381
|
-
* @param omax
|
|
382
|
-
* @param nmin
|
|
383
|
-
* @param nmax
|
|
384
|
-
* @returns
|
|
385
|
-
*/
|
|
386
|
-
function efit(value: vec2, omin: vec2, omax: vec2, nmin: vec2, nmax: vec2): vec2;
|
|
387
|
-
/**
|
|
388
|
-
* Takes the value in the range `(0, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
|
|
389
|
-
* @see https://www.sidefx.com/docs/houdini/vex/functions/fit01.html
|
|
390
|
-
*/
|
|
391
|
-
function fit01(value: vec2, nmin: vec2, nmax: vec2): vec2;
|
|
392
|
-
/**
|
|
393
|
-
* Takes the value in the range `(-1, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
|
|
394
|
-
* @see https://www.sidefx.com/docs/houdini/vex/functions/fit11.html
|
|
395
|
-
*/
|
|
396
|
-
function fit11(value: vec2, nmin: vec2, nmax: vec2): vec2;
|
|
397
|
-
/**
|
|
398
|
-
* Transforms the vec2 with a mat2
|
|
399
|
-
*/
|
|
400
|
-
function transformMat2(a: vec2, m: mat2): vec2;
|
|
401
|
-
/**
|
|
402
|
-
* Transforms the vec2 with a mat2d
|
|
403
|
-
* 3rd vector component is implicitly '1'
|
|
404
|
-
*/
|
|
405
|
-
function transformMat2d(a: vec2, m: mat2d): vec2;
|
|
406
|
-
/**
|
|
407
|
-
* Transforms the vec2 with a mat3
|
|
408
|
-
* 3rd vector component is implicitly '1'
|
|
409
|
-
*/
|
|
410
|
-
function transformMat3(a: vec2, m: mat3): vec2;
|
|
411
|
-
/**
|
|
412
|
-
* Transforms a vec2 with a matrix, automatically choosing the appropriate transformation function based on matrix size
|
|
413
|
-
* @param p The vector to transform
|
|
414
|
-
* @param m The transformation matrix (mat2, mat2d, or mat3)
|
|
415
|
-
* @returns The transformed vector
|
|
416
|
-
*
|
|
417
|
-
* @shorthands
|
|
418
|
-
* - {@link xform}
|
|
419
|
-
*/
|
|
420
|
-
function transform(p: vec2, m: mat2 | mat2d | mat3): vec2;
|
|
421
|
-
/**
|
|
422
|
-
* Alias for {@link vec2.transform}
|
|
423
|
-
* @category Shorthands
|
|
424
|
-
*/
|
|
425
|
-
const xform: typeof transform;
|
|
426
|
-
/**
|
|
427
|
-
* Rotate a 2D vector
|
|
428
|
-
*/
|
|
429
|
-
function rotate(a: vec2, deg: number, origin?: vec2): vec2;
|
|
430
|
-
/**
|
|
431
|
-
* Rotates a vector by 90 degrees
|
|
432
|
-
* @param a the vector to rotate
|
|
433
|
-
* @param sweep If true, the rotation is in positive direction. For example, it means clockwise rotation in a Y-down coordinate system.
|
|
434
|
-
* @param origin The origin of the rotation
|
|
435
|
-
* @returns The rotated vector
|
|
436
|
-
|
|
437
|
-
*/
|
|
438
|
-
function rotate90(a: vec2, sweep?: boolean, origin?: vec2): vec2;
|
|
439
|
-
/**
|
|
440
|
-
* Get the angle between two 2D vectors. If the second argument is omitted, it returns a signed angle relative to x axis.
|
|
441
|
-
* @param a The first vector
|
|
442
|
-
* @param b The second vector
|
|
443
|
-
* @returns The angle in degrees. If the angle from a to b is clockwise, the return value is positive. Otherwise, it is negative. The range is (-180, 180].
|
|
444
|
-
*/
|
|
445
|
-
function angle(a: vec2, b?: vec2): number;
|
|
446
|
-
/**
|
|
447
|
-
* Creates a vector by given direction, length, and origin
|
|
448
|
-
* @param deg The direction in degrees
|
|
449
|
-
* @param length The length of the vector to create. Default is 1
|
|
450
|
-
* @param origin The origin of the vector. Default is [0, 0]
|
|
451
|
-
*
|
|
452
|
-
* @shorthands
|
|
453
|
-
* - {@link dir}
|
|
454
|
-
*/
|
|
455
|
-
function direction(deg: number, length?: number, origin?: vec2): vec2;
|
|
456
|
-
/**
|
|
457
|
-
* Alias for {@link vec2.direction}
|
|
458
|
-
* @category Shorthands
|
|
459
|
-
*/
|
|
460
|
-
const dir: typeof direction;
|
|
461
|
-
/**
|
|
462
|
-
* Apply a step function by comparing two values
|
|
463
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/step.xhtml
|
|
464
|
-
* @param edge The location of the edge of the step function.
|
|
465
|
-
* @param v The value to be used to generate the step function.
|
|
466
|
-
* @returns
|
|
467
|
-
*/
|
|
468
|
-
function step(edge: vec2 | number, v: vec2 | number): vec2;
|
|
469
|
-
/**
|
|
470
|
-
* Perform Hermite interpolation between two values.
|
|
471
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml
|
|
472
|
-
* @param edge0 Lower edge of the Hermite function.
|
|
473
|
-
* @param edge1 Upper edge of the Hermite function.
|
|
474
|
-
* @param x Source value for interpolation.
|
|
475
|
-
* @returns
|
|
476
|
-
*/
|
|
477
|
-
function smoothstep(edge0: vec2 | number, edge1: vec2 | number, x: vec2): number[];
|
|
478
|
-
/**
|
|
479
|
-
* Converts the components of a vec2 from radians to degrees
|
|
480
|
-
* @param rad The input vec2 in radians
|
|
481
|
-
* @returns The degrees equivalent of the input
|
|
482
|
-
*
|
|
483
|
-
* @shorthands
|
|
484
|
-
* - {@link deg}
|
|
485
|
-
*/
|
|
486
|
-
function degrees(rad: vec2): vec2;
|
|
487
|
-
/**
|
|
488
|
-
* Alias for {@link vec2.degrees}
|
|
489
|
-
* @category Shorthands
|
|
490
|
-
*/
|
|
491
|
-
const deg: typeof degrees;
|
|
492
|
-
/**
|
|
493
|
-
* Converts the components of a vec2 from degrees to radians
|
|
494
|
-
* @param deg The input vec2 in degrees
|
|
495
|
-
* @returns The radians equivalent of the input
|
|
496
|
-
*
|
|
497
|
-
* @shorthands
|
|
498
|
-
* - {@link rad}
|
|
499
|
-
*/
|
|
500
|
-
function radians(deg: vec2): vec2;
|
|
501
|
-
/**
|
|
502
|
-
* Alias for {@link vec2.radians}
|
|
503
|
-
* @category Shorthands
|
|
504
|
-
*/
|
|
505
|
-
const rad: typeof radians;
|
|
506
|
-
/**
|
|
507
|
-
* Returns the sine of a number.
|
|
508
|
-
* @param deg An angle in degrees
|
|
509
|
-
*/
|
|
510
|
-
function sin(deg: vec2): vec2;
|
|
511
|
-
/**
|
|
512
|
-
* Returns the cosine of a number.
|
|
513
|
-
* @param deg An angle in degrees
|
|
514
|
-
*/
|
|
515
|
-
function cos(deg: vec2): vec2;
|
|
516
|
-
/**
|
|
517
|
-
* Returns the tangent of a number.
|
|
518
|
-
* @param deg An angle in degrees
|
|
519
|
-
*/
|
|
520
|
-
function tan(deg: vec2): vec2;
|
|
521
|
-
/**
|
|
522
|
-
* Returns the arcsine of a number.
|
|
523
|
-
* @param v A numeric expression.
|
|
524
|
-
* @returns The arcsine in degrees
|
|
525
|
-
* */
|
|
526
|
-
function asin(v: vec2): vec2;
|
|
527
|
-
/**
|
|
528
|
-
* Returns the arc cosine (or inverse cosine) of a number.
|
|
529
|
-
* @param v A numeric expression.
|
|
530
|
-
* @returns The arc cosine in degrees
|
|
531
|
-
* */
|
|
532
|
-
function acos(v: vec2): vec2;
|
|
533
|
-
/**
|
|
534
|
-
* Returns the arc-tangent of the parameters. If `x` is not provided, `y` is regarded as a value of `y/x`.
|
|
535
|
-
* @param y the values of the y-coordinate
|
|
536
|
-
* @param x the values of the x-coordinate
|
|
537
|
-
* @returns the angle in degrees
|
|
538
|
-
* @see https://thebookofshaders.com/glossary/?search=atan
|
|
539
|
-
* */
|
|
540
|
-
function atan(y: vec2, x?: vec2): vec2;
|
|
541
|
-
/**
|
|
542
|
-
* Returns the arc-tangent of the parameters.
|
|
543
|
-
* @param y the values of the y-coordinate
|
|
544
|
-
* @param x the values of the x-coordinate
|
|
545
|
-
* @returns the angle in degrees
|
|
546
|
-
* @see https://thebookofshaders.com/glossary/?search=atan
|
|
547
|
-
* */
|
|
548
|
-
function atan2(y: vec2, x: vec2): vec2;
|
|
549
|
-
/**
|
|
550
|
-
* Returns the base to the exponent power, component-wise
|
|
551
|
-
*/
|
|
552
|
-
function pow(a: vec2, b: vec2 | number): vec2;
|
|
553
|
-
/**
|
|
554
|
-
* Returns e raised to the power of each component
|
|
555
|
-
*/
|
|
556
|
-
function exp(v: vec2): vec2;
|
|
557
|
-
/**
|
|
558
|
-
* Returns the natural logarithm of each component
|
|
559
|
-
*/
|
|
560
|
-
function log(v: vec2): vec2;
|
|
561
|
-
/**
|
|
562
|
-
* Returns 2 raised to the power of the parameter
|
|
563
|
-
* @param v the value of the power to which 2 will be raised
|
|
564
|
-
*/
|
|
565
|
-
function exp2(v: vec2): vec2;
|
|
566
|
-
/**
|
|
567
|
-
* Returns the base-2 logarithm of each component
|
|
568
|
-
*/
|
|
569
|
-
function log2(v: vec2): vec2;
|
|
570
|
-
/**
|
|
571
|
-
* Returns the square root of each component
|
|
572
|
-
*/
|
|
573
|
-
function sqrt(v: vec2): vec2;
|
|
574
|
-
/**
|
|
575
|
-
* Returns the inverse of the square root of the parameter
|
|
576
|
-
* @param v the value of which to take the inverse of the square root
|
|
577
|
-
* @see https://thebookofshaders.com/glossary/?search=inversesqrt
|
|
578
|
-
*
|
|
579
|
-
* @shorthands
|
|
580
|
-
* - {@link invsqrt}
|
|
581
|
-
*/
|
|
582
|
-
function inverseSqrt(v: vec2): vec2;
|
|
583
|
-
/**
|
|
584
|
-
* Alias for {@link vec2.inverseSqrt}
|
|
585
|
-
* @category Shorthands
|
|
586
|
-
*/
|
|
587
|
-
const invsqrt: typeof inverseSqrt;
|
|
588
|
-
/**
|
|
589
|
-
* Returns the hyperbolic sine of each component
|
|
590
|
-
*/
|
|
591
|
-
function sinh(v: vec2): vec2;
|
|
592
|
-
/**
|
|
593
|
-
* Returns the hyperbolic cosine of each component
|
|
594
|
-
*/
|
|
595
|
-
function cosh(v: vec2): vec2;
|
|
596
|
-
/**
|
|
597
|
-
* Returns the hyperbolic tangent of each component
|
|
598
|
-
*/
|
|
599
|
-
function tanh(v: vec2): vec2;
|
|
600
|
-
/**
|
|
601
|
-
* Returns the inverse hyperbolic sine of each component
|
|
602
|
-
*/
|
|
603
|
-
function asinh(v: vec2): vec2;
|
|
604
|
-
/**
|
|
605
|
-
* Returns the inverse hyperbolic cosine of each component
|
|
606
|
-
*/
|
|
607
|
-
function acosh(v: vec2): vec2;
|
|
608
|
-
/**
|
|
609
|
-
* Returns the inverse hyperbolic tangent of each component
|
|
610
|
-
*/
|
|
611
|
-
function atanh(v: vec2): vec2;
|
|
612
|
-
/**
|
|
613
|
-
* Clamps each component to [0, 1]. Equivalent to HLSL's `saturate`.
|
|
614
|
-
*/
|
|
615
|
-
function saturate(v: vec2): vec2;
|
|
616
|
-
/**
|
|
617
|
-
* Returns the sum of all components of a vector.
|
|
618
|
-
* Equivalent to GLM's `glm::compAdd`.
|
|
619
|
-
*/
|
|
620
|
-
function compAdd(v: vec2): number;
|
|
621
|
-
/**
|
|
622
|
-
* Returns the product of all components of a vector.
|
|
623
|
-
* Equivalent to GLM's `glm::compMul`.
|
|
624
|
-
*/
|
|
625
|
-
function compMul(v: vec2): number;
|
|
626
|
-
/**
|
|
627
|
-
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with `===`)
|
|
628
|
-
*
|
|
629
|
-
* @shorthands
|
|
630
|
-
* - {@link eq}
|
|
631
|
-
*/
|
|
632
|
-
function exactEquals(a: vec2, b: vec2): boolean;
|
|
633
|
-
/**
|
|
634
|
-
* Alias for {@link exactEquals}
|
|
635
|
-
* @category Shorthands
|
|
636
|
-
*/
|
|
637
|
-
const eq: typeof exactEquals;
|
|
638
|
-
/**
|
|
639
|
-
* Returns whether or not the vectors have approximately the same elements in the same position.
|
|
640
|
-
*
|
|
641
|
-
* @shorthands
|
|
642
|
-
* - {@link approx}
|
|
643
|
-
* - {@link equals}
|
|
644
|
-
*/
|
|
645
|
-
function approxEquals(a: vec2, b: vec2): boolean;
|
|
646
|
-
/**
|
|
647
|
-
* Alias for {@link approxEquals}
|
|
648
|
-
* @category Shorthands
|
|
649
|
-
*/
|
|
650
|
-
const approx: typeof approxEquals;
|
|
651
|
-
/**
|
|
652
|
-
* Alias for {@link approxEquals}. This is provided for compatibility with gl-matrix.
|
|
653
|
-
* @category Shorthands
|
|
654
|
-
* @deprecated Use {@link approxEquals} instead
|
|
655
|
-
*/
|
|
656
|
-
const equals: typeof approxEquals;
|
|
657
|
-
/**
|
|
658
|
-
* Returns the string representation of a vec2
|
|
659
|
-
* @param v vector to represent as a string
|
|
660
|
-
* @param fractionDigits number of digits to appear after the decimal point
|
|
661
|
-
*/
|
|
662
|
-
const toString: (v: vec2, fractionDigits?: number) => string;
|
|
663
|
-
}
|
|
664
|
-
//# sourceMappingURL=vec2.d.ts.map
|
package/lib/cjs/vec2.d.ts.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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|