WasmGPU - v0.1.0
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    Variable vec3Const

    vec3: {
        abs: (vect: number[]) => number[];
        add: (vect1: number[], vect2: number[]) => number[];
        ang: (vect: number[]) => number[];
        angBetween: (vect1: number[], vect2: number[]) => number;
        copy: (vect: number[]) => number[];
        cross: (vect1: number[], vect2: number[]) => number[];
        dist: (vect1: number[], vect2: number[]) => number;
        distsq: (vect1: number[], vect2: number[]) => number;
        dot: (vect1: number[], vect2: number[]) => number;
        init: (x: number, y: number, z: number) => number[];
        interp: (vect: number[], a: number, b: number, c: number) => number[];
        isEqual: (vect1: number[], vect2: number[]) => boolean;
        isNormalized: (vect: number[]) => boolean;
        isOrthogonal: (vect1: number[], vect2: number[]) => boolean;
        isParallel: (vect1: number[], vect2: number[]) => boolean;
        isZero: (vect: number[]) => boolean;
        neg: (vect: number[]) => number[];
        norm: (vect: number[]) => number;
        normalize: (vect: number[]) => number[];
        normscl: (vect: number[], scalar: number) => number[];
        normsq: (vect: number[]) => number;
        oproj: (vect1: number[], vect2: number[]) => number[];
        print: (vect: number[]) => void;
        proj: (vect1: number[], vect2: number[]) => number[];
        random: (min: number, max: number) => number[];
        reflect: (vect1: number[], vect2: number[]) => number[];
        refract: (
            vect1: number[],
            vect2: number[],
            refractiveIndex: number,
        ) => number[];
        round: (vect: number[]) => number[];
        scl: (vect: number[], scalar: number) => number[];
        sub: (vect1: number[], vect2: number[]) => number[];
    } = ...

    Type Declaration

    • abs: (vect: number[]) => number[]
    • add: (vect1: number[], vect2: number[]) => number[]
    • ang: (vect: number[]) => number[]
    • angBetween: (vect1: number[], vect2: number[]) => number
    • copy: (vect: number[]) => number[]
    • cross: (vect1: number[], vect2: number[]) => number[]
    • dist: (vect1: number[], vect2: number[]) => number
    • distsq: (vect1: number[], vect2: number[]) => number
    • dot: (vect1: number[], vect2: number[]) => number
    • init: (x: number, y: number, z: number) => number[]
    • interp: (vect: number[], a: number, b: number, c: number) => number[]
    • isEqual: (vect1: number[], vect2: number[]) => boolean
    • isNormalized: (vect: number[]) => boolean
    • isOrthogonal: (vect1: number[], vect2: number[]) => boolean
    • isParallel: (vect1: number[], vect2: number[]) => boolean
    • isZero: (vect: number[]) => boolean
    • neg: (vect: number[]) => number[]
    • norm: (vect: number[]) => number
    • normalize: (vect: number[]) => number[]
    • normscl: (vect: number[], scalar: number) => number[]
    • normsq: (vect: number[]) => number
    • oproj: (vect1: number[], vect2: number[]) => number[]
    • print: (vect: number[]) => void
    • proj: (vect1: number[], vect2: number[]) => number[]
    • random: (min: number, max: number) => number[]
    • reflect: (vect1: number[], vect2: number[]) => number[]
    • refract: (vect1: number[], vect2: number[], refractiveIndex: number) => number[]
    • round: (vect: number[]) => number[]
    • scl: (vect: number[], scalar: number) => number[]
    • sub: (vect1: number[], vect2: number[]) => number[]