WasmGPU - v0.1.0
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    Variable mat4Const

    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[]