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[];
} = ...
Type Declaration
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[]