WasmGPU - v0.1.0
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    Variable quatConst

    quat: {
        abs: (quat: number[]) => number[];
        add: (quat1: number[], quat2: number[]) => number[];
        copy: (quat: number[]) => number[];
        dist: (quat1: number[], quat2: number[]) => number;
        distsq: (quat1: number[], quat2: number[]) => number;
        fromAxisAngle: (axis: number[], angle: number) => number[];
        init: (a: number, b: number, c: number, d: number) => number[];
        invert: (quat: number[]) => number[];
        isEqual: (quat1: number[], quat2: number[]) => boolean;
        isNormalized: (quat: number[]) => boolean;
        isZero: (quat: number[]) => boolean;
        mul: (quat1: number[], quat2: number[]) => number[];
        neg: (quat: number[]) => number[];
        norm: (quat: number[]) => number;
        normalize: (quat: number[]) => number[];
        normscl: (quat: number[], scalar: number) => number[];
        normsq: (quat: number[]) => number;
        print: (quat: number[]) => void;
        random: (min: number, max: number) => number[];
        round: (quat: number[]) => number[];
        scl: (quat: number[], scalar: number) => number[];
        slerp: (quat1: number[], quat2: number[], t: number) => number[];
        sub: (quat1: number[], quat2: number[]) => number[];
        toRotation: (quat: number[], vect: number[]) => number[];
    } = ...

    Type Declaration

    • abs: (quat: number[]) => number[]
    • add: (quat1: number[], quat2: number[]) => number[]
    • copy: (quat: number[]) => number[]
    • dist: (quat1: number[], quat2: number[]) => number
    • distsq: (quat1: number[], quat2: number[]) => number
    • fromAxisAngle: (axis: number[], angle: number) => number[]
    • init: (a: number, b: number, c: number, d: number) => number[]
    • invert: (quat: number[]) => number[]
    • isEqual: (quat1: number[], quat2: number[]) => boolean
    • isNormalized: (quat: number[]) => boolean
    • isZero: (quat: number[]) => boolean
    • mul: (quat1: number[], quat2: number[]) => number[]
    • neg: (quat: number[]) => number[]
    • norm: (quat: number[]) => number
    • normalize: (quat: number[]) => number[]
    • normscl: (quat: number[], scalar: number) => number[]
    • normsq: (quat: number[]) => number
    • print: (quat: number[]) => void
    • random: (min: number, max: number) => number[]
    • round: (quat: number[]) => number[]
    • scl: (quat: number[], scalar: number) => number[]
    • slerp: (quat1: number[], quat2: number[], t: number) => number[]
    • sub: (quat1: number[], quat2: number[]) => number[]
    • toRotation: (quat: number[], vect: number[]) => number[]