get math(): {
mat4: {
abs: (matr: number[]) => number[];
add: (matr1: number[], matr2: number[]) => number[];
copy: (matr: number[]) => number[];
det: (matr: number[]) => number;
identity: () => number[];
init: (
m0: number,
m1: number,
m2: number,
m3: number,
m4: number,
m5: number,
m6: number,
m7: number,
m8: number,
m9: number,
m10: number,
m11: number,
m12: number,
m13: number,
m14: number,
m15: number,
) => number[];
invert: (matr: number[]) => number[];
isEqual: (matr1: number[], matr2: number[]) => boolean;
isIdentity: (matr: number[]) => boolean;
isInverse: (matr1: number[], matr2: number[]) => boolean;
isZero: (matr: number[]) => boolean;
lookAt: (eye: number[], center: number[], up: number[]) => number[];
mul: (matr1: number[], matr2ORvect: number[]) => number[];
neg: (matr: number[]) => number[];
norm: (matr: number[]) => number;
normalize: (matr: number[]) => number[];
normsq: (matr: number[]) => number;
perspective: (
fovY: number,
aspect: number,
near: number,
far: number,
) => number[];
print: (matr: number[]) => void;
random: (min: number, max: number) => number[];
rotateX: (matr: number[], angle: number) => number[];
rotateY: (matr: number[], angle: number) => number[];
rotateZ: (matr: number[], angle: number) => number[];
round: (matr: number[]) => number[];
scl: (matr: number[], scalar: number) => number[];
sub: (matr1: number[], matr2: number[]) => number[];
trace: (matr: number[]) => number;
translate: (matr: number[], vect: number[]) => number[];
transpose: (matr: number[]) => number[];
};
quat: {
abs: (q: number[]) => number[];
add: (q1: number[], q2: number[]) => number[];
copy: (q: number[]) => number[];
dist: (q1: number[], q2: number[]) => number;
distsq: (q1: number[], q2: number[]) => number;
fromAxisAngle: (axis: number[], angle: number) => number[];
init: (a: number, b: number, c: number, d: number) => number[];
invert: (q: number[]) => number[];
isEqual: (q1: number[], q2: number[]) => boolean;
isNormalized: (q: number[]) => boolean;
isZero: (q: number[]) => boolean;
mul: (q1: number[], q2: number[]) => number[];
neg: (q: number[]) => number[];
norm: (q: number[]) => number;
normalize: (q: number[]) => number[];
normscl: (q: number[], scalar: number) => number[];
normsq: (q: number[]) => number;
print: (q: number[]) => void;
random: (min: number, max: number) => number[];
round: (q: number[]) => number[];
scl: (q: number[], scalar: number) => number[];
slerp: (q1: number[], q2: number[], t: number) => number[];
sub: (q1: number[], q2: number[]) => number[];
toRotation: (q: number[], v: number[]) => number[];
};
vec3: {
abs: (v: number[]) => number[];
add: (v1: number[], v2: number[]) => number[];
ang: (v: number[]) => number[];
angBetween: (v1: number[], v2: number[]) => number;
copy: (v: number[]) => number[];
cross: (v1: number[], v2: number[]) => number[];
dist: (v1: number[], v2: number[]) => number;
distsq: (v1: number[], v2: number[]) => number;
dot: (v1: number[], v2: number[]) => number;
init: (x: number, y: number, z: number) => number[];
interp: (v: number[], a: number, b: number, c: number) => number[];
isEqual: (v1: number[], v2: number[]) => boolean;
isNormalized: (v: number[]) => boolean;
isOrthogonal: (v1: number[], v2: number[]) => boolean;
isParallel: (v1: number[], v2: number[]) => boolean;
isZero: (v: number[]) => boolean;
neg: (v: number[]) => number[];
norm: (v: number[]) => number;
normalize: (v: number[]) => number[];
normscl: (v: number[], scalar: number) => number[];
normsq: (v: number[]) => number;
oproj: (v1: number[], v2: number[]) => number[];
print: (v: number[]) => void;
proj: (v1: number[], v2: number[]) => number[];
random: (min: number, max: number) => number[];
reflect: (v1: number[], v2: number[]) => number[];
refract: (v1: number[], v2: number[], refractiveIndex: number) => number[];
round: (v: number[]) => number[];
scl: (v: number[], scalar: number) => number[];
sub: (v1: number[], v2: number[]) => number[];
};
}
Returns {
mat4: {
abs: (matr: number[]) => number[];
add: (matr1: number[], matr2: number[]) => number[];
copy: (matr: number[]) => number[];
det: (matr: number[]) => number;
identity: () => number[];
init: (
m0: number,
m1: number,
m2: number,
m3: number,
m4: number,
m5: number,
m6: number,
m7: number,
m8: number,
m9: number,
m10: number,
m11: number,
m12: number,
m13: number,
m14: number,
m15: number,
) => number[];
invert: (matr: number[]) => number[];
isEqual: (matr1: number[], matr2: number[]) => boolean;
isIdentity: (matr: number[]) => boolean;
isInverse: (matr1: number[], matr2: number[]) => boolean;
isZero: (matr: number[]) => boolean;
lookAt: (eye: number[], center: number[], up: number[]) => number[];
mul: (matr1: number[], matr2ORvect: number[]) => number[];
neg: (matr: number[]) => number[];
norm: (matr: number[]) => number;
normalize: (matr: number[]) => number[];
normsq: (matr: number[]) => number;
perspective: (
fovY: number,
aspect: number,
near: number,
far: number,
) => number[];
print: (matr: number[]) => void;
random: (min: number, max: number) => number[];
rotateX: (matr: number[], angle: number) => number[];
rotateY: (matr: number[], angle: number) => number[];
rotateZ: (matr: number[], angle: number) => number[];
round: (matr: number[]) => number[];
scl: (matr: number[], scalar: number) => number[];
sub: (matr1: number[], matr2: number[]) => number[];
trace: (matr: number[]) => number;
translate: (matr: number[], vect: number[]) => number[];
transpose: (matr: number[]) => number[];
};
quat: {
abs: (q: number[]) => number[];
add: (q1: number[], q2: number[]) => number[];
copy: (q: number[]) => number[];
dist: (q1: number[], q2: number[]) => number;
distsq: (q1: number[], q2: number[]) => number;
fromAxisAngle: (axis: number[], angle: number) => number[];
init: (a: number, b: number, c: number, d: number) => number[];
invert: (q: number[]) => number[];
isEqual: (q1: number[], q2: number[]) => boolean;
isNormalized: (q: number[]) => boolean;
isZero: (q: number[]) => boolean;
mul: (q1: number[], q2: number[]) => number[];
neg: (q: number[]) => number[];
norm: (q: number[]) => number;
normalize: (q: number[]) => number[];
normscl: (q: number[], scalar: number) => number[];
normsq: (q: number[]) => number;
print: (q: number[]) => void;
random: (min: number, max: number) => number[];
round: (q: number[]) => number[];
scl: (q: number[], scalar: number) => number[];
slerp: (q1: number[], q2: number[], t: number) => number[];
sub: (q1: number[], q2: number[]) => number[];
toRotation: (q: number[], v: number[]) => number[];
};
vec3: {
abs: (v: number[]) => number[];
add: (v1: number[], v2: number[]) => number[];
ang: (v: number[]) => number[];
angBetween: (v1: number[], v2: number[]) => number;
copy: (v: number[]) => number[];
cross: (v1: number[], v2: number[]) => number[];
dist: (v1: number[], v2: number[]) => number;
distsq: (v1: number[], v2: number[]) => number;
dot: (v1: number[], v2: number[]) => number;
init: (x: number, y: number, z: number) => number[];
interp: (v: number[], a: number, b: number, c: number) => number[];
isEqual: (v1: number[], v2: number[]) => boolean;
isNormalized: (v: number[]) => boolean;
isOrthogonal: (v1: number[], v2: number[]) => boolean;
isParallel: (v1: number[], v2: number[]) => boolean;
isZero: (v: number[]) => boolean;
neg: (v: number[]) => number[];
norm: (v: number[]) => number;
normalize: (v: number[]) => number[];
normscl: (v: number[], scalar: number) => number[];
normsq: (v: number[]) => number;
oproj: (v1: number[], v2: number[]) => number[];
print: (v: number[]) => void;
proj: (v1: number[], v2: number[]) => number[];
random: (min: number, max: number) => number[];
reflect: (v1: number[], v2: number[]) => number[];
refract: (v1: number[], v2: number[], refractiveIndex: number) => number[];
round: (v: number[]) => number[];
scl: (v: number[], scalar: number) => number[];
sub: (v1: number[], v2: number[]) => number[];
};
}