WasmGPU - v0.4.0
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    Variable vec3Const

    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[];
    } = ...

    Type Declaration

    • 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[]