mirror of
https://github.com/gosticks/DefinitelyTyped.git
synced 2025-10-16 12:05:41 +00:00
Corrected return values, added file exports
This commit is contained in:
parent
63cf109404
commit
0d3925a8b3
6
types/gl-vec4/add.d.ts
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6
types/gl-vec4/add.d.ts
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/**
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* Adds two vec4's.
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*/
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declare function add(out: number[], a: number[], b: number[]): number[];
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export default add;
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6
types/gl-vec4/clone.d.ts
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6
types/gl-vec4/clone.d.ts
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/**
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* Creates a new vec4 initialized with values from an existing vector.
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*/
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declare function clone(a: number[]): number[];
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export default clone;
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6
types/gl-vec4/copy.d.ts
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6
types/gl-vec4/copy.d.ts
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/**
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* Copy the values from one vec4 to another.
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*/
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declare function copy(out: number[], a: number[]): number[];
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export default copy;
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6
types/gl-vec4/create.d.ts
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6
types/gl-vec4/create.d.ts
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/**
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* Creates a new, empty vec4.
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*/
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declare function create(): number[];
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export default create;
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6
types/gl-vec4/distance.d.ts
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6
types/gl-vec4/distance.d.ts
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/**
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* Calculates the euclidian distance between two vec4's.
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*/
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declare function distance(a: number[], b: number[]): number;
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export default distance;
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6
types/gl-vec4/divide.d.ts
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6
types/gl-vec4/divide.d.ts
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@ -0,0 +1,6 @@
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/**
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* Divides two vec4's.
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*/
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declare function divide(out: number[], a: number[], b: number[]): number[];
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export default divide;
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6
types/gl-vec4/dot.d.ts
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6
types/gl-vec4/dot.d.ts
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/**
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* Calculates the dot product of two vec4's.
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*/
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declare function dot(a: number[], b: number[]): number;
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export default dot;
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6
types/gl-vec4/fromValues.d.ts
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6
types/gl-vec4/fromValues.d.ts
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/**
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* Creates a new vec4 initialized with the given values.
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*/
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declare function fromValues(x: number, y: number, z: number, w: number): number[];
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export default fromValues;
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@ -1,27 +1,102 @@
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import * as glVec from "gl-vec4";
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import glVecAdd from "gl-vec4/add";
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import glVecClone from "gl-vec4/clone";
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import glVecCopy from "gl-vec4/copy";
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import glVecCreate from "gl-vec4/create";
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import glVecDistance from "gl-vec4/distance";
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import glVecDivide from "gl-vec4/divide";
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import glVecDot from "gl-vec4/dot";
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import glVecFromValues from "gl-vec4/fromValues";
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import glVecInverse from "gl-vec4/inverse";
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import glVecLength from "gl-vec4/length";
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import glVecLerp from "gl-vec4/lerp";
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import glVecMax from "gl-vec4/max";
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import glVecMin from "gl-vec4/min";
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import glVecMultiply from "gl-vec4/multiply";
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import glVecNegate from "gl-vec4/negate";
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import glVecNormalize from "gl-vec4/normalize";
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import glVecRandom from "gl-vec4/random";
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import glVecScale from "gl-vec4/scale";
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import glVecScaleAndAdd from "gl-vec4/scaleAndAdd";
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import glVecSet from "gl-vec4/set";
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import glVecSqrdDistance from "gl-vec4/squaredDistance";
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import glVecSqrdLength from "gl-vec4/squaredLength";
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import glVecSubtract from "gl-vec4/subtract";
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import glVecTransformMat4 from "gl-vec4/transformMat4";
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import glVecTransformQuat from "gl-vec4/transformQuat";
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glVec.add([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecAdd([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.clone([1, 2, 3]);
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glVecClone([1, 2, 3]);
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glVec.copy([1, 2, 3], [1, 2, 3]);
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glVecCopy([1, 2, 3], [1, 2, 3]);
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glVec.create();
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glVecCreate();
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glVec.distance([1, 2, 3], [1, 2, 3]);
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glVecDistance([1, 2, 3], [1, 2, 3]);
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glVec.divide([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecDivide([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.dot([1, 2, 3], [1, 2, 3]);
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glVec.fromValues(6, 6, 6, 6);
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glVecDot([1, 2, 3], [1, 2, 3]);
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glVec.fromValues(1, 2, 4, 5);
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glVecFromValues(1, 2, 4, 5);
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glVec.inverse([1, 2, 3], [1, 2, 3]);
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glVecInverse([1, 2, 3], [1, 2, 3]);
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glVec.length([1, 2, 3]);
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glVecLength([1, 2, 3]);
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glVec.lerp([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
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glVecLerp([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
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glVec.max([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecMax([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.min([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecMin([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.multiply([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecMultiply([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.negate([1, 2, 3], [1, 2, 3]);
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glVecNegate([1, 2, 3], [1, 2, 3]);
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glVec.normalize([1, 2, 3], [1, 2, 3]);
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glVecNormalize([1, 2, 3], [1, 2, 3]);
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glVec.random([1, 2, 3], 6);
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glVecRandom([1, 2, 3], 6);
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glVec.scale([1, 2, 3], [1, 2, 3], 6);
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glVecScale([1, 2, 3], [1, 2, 3], 6);
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glVec.scaleAndAdd([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
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glVecScaleAndAdd([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
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glVec.set([1, 2, 3], [1, 2, 3], [1, 2, 3], 6, 6);
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glVecSet([1, 2, 3], [1, 2, 3], [1, 2, 3], 6, 6);
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glVec.squaredDistance([1, 2, 3], [1, 2, 3]);
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glVecSqrdDistance([1, 2, 3], [1, 2, 3]);
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glVec.squaredLength([1, 2, 3]);
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glVecSqrdLength([1, 2, 3]);
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glVec.subtract([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecSubtract([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.transformMat4([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecTransformMat4([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVec.transformQuat([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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glVecTransformQuat([1, 2, 3], [1, 2, 3], [1, 2, 3]);
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11
types/gl-vec4/index.d.ts
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11
types/gl-vec4/index.d.ts
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// Project: https://github.com/stackgl/gl-vec4
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// Definitions by: Adam Zerella <https://github.com/adamzerella>
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// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
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// TypeScript Version: 3.3
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/**
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* Adds two vec4's.
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@ -27,7 +26,7 @@ export function create(): number[];
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/**
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* Calculates the euclidian distance between two vec4's.
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*/
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export function distance(a: number[], b: number[]): number[];
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export function distance(a: number[], b: number[]): number;
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/**
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* Divides two vec4's.
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@ -37,7 +36,7 @@ export function divide(out: number[], a: number[], b: number[]): number[];
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/**
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* Calculates the dot product of two vec4's.
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*/
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export function dot(a: number[], b: number[]): number[];
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export function dot(a: number[], b: number[]): number;
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/**
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* Creates a new vec4 initialized with the given values.
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@ -52,7 +51,7 @@ export function inverse(out: number[], a: number[]): number[];
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/**
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* Calculates the length of a vec4.
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*/
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export function length(a: number[]): number[];
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export function length(a: number[]): number;
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/**
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* Performs a linear interpolation between two vec4's.
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@ -107,12 +106,12 @@ export function set(out: number[], x: number[], y: number[], z: number, w: numbe
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/**
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* Calculates the squared euclidian distance between two vec4's.
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*/
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export function squaredDistance(a: number[], b: number[]): number[];
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export function squaredDistance(a: number[], b: number[]): number;
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/**
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* Calculates the squared length of a vec4.
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*/
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export function squaredLength(a: number[]): number[];
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export function squaredLength(a: number[]): number;
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/**
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* Subtracts vector b from vector a.
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6
types/gl-vec4/inverse.d.ts
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6
types/gl-vec4/inverse.d.ts
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/**
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* Returns the inverse of the components of a vec4.
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*/
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declare function inverse(out: number[], a: number[]): number[];
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export default inverse;
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6
types/gl-vec4/length.d.ts
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6
types/gl-vec4/length.d.ts
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/**
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* Calculates the length of a vec4.
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*/
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declare function length(a: number[]): number;
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export default length;
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6
types/gl-vec4/lerp.d.ts
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6
types/gl-vec4/lerp.d.ts
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/**
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* Performs a linear interpolation between two vec4's.
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*/
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declare function lerp(out: number[], a: number[], b: number[], t: number): number[];
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export default lerp;
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6
types/gl-vec4/max.d.ts
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6
types/gl-vec4/max.d.ts
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/**
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* Returns the maximum of two vec4's.
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*/
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declare function max(out: number[], a: number[], b: number[]): number[];
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export default max;
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6
types/gl-vec4/min.d.ts
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6
types/gl-vec4/min.d.ts
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/**
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* Returns the minimum of two vec4's.
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*/
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declare function min(out: number[], a: number[], b: number[]): number[];
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export default min;
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6
types/gl-vec4/multiply.d.ts
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6
types/gl-vec4/multiply.d.ts
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/**
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* Multiplies two vec4's.
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*/
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declare function multiply(out: number[], a: number[], b: number[]): number[];
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export default multiply;
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6
types/gl-vec4/negate.d.ts
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6
types/gl-vec4/negate.d.ts
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/**
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* Negates the components of a vec4.
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*/
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declare function negate(out: number[], a: number[]): number[];
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export default negate;
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6
types/gl-vec4/normalize.d.ts
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6
types/gl-vec4/normalize.d.ts
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/**
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* Normalize a vec4.
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*/
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declare function normalize(out: number[], a: number[]): number[];
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export default normalize;
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6
types/gl-vec4/random.d.ts
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6
types/gl-vec4/random.d.ts
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/**
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* Generates a random vector with the given scale.
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*/
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declare function random(out: number[], scale: number): number[];
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export default random;
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6
types/gl-vec4/scale.d.ts
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6
types/gl-vec4/scale.d.ts
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/**
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* Scales a vec4 by a scalar number.
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*/
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declare function scale(out: number[], a: number[], b: number): number[];
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export default scale;
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6
types/gl-vec4/scaleAndAdd.d.ts
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6
types/gl-vec4/scaleAndAdd.d.ts
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/**
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* Adds two vec4's after scaling the second operand by a scalar value.
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*/
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declare function scaleAndAdd(out: number[], a: number[], b: number[], scale: number): number[];
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export default scaleAndAdd;
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6
types/gl-vec4/set.d.ts
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6
types/gl-vec4/set.d.ts
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/**
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* Set the components of a vec4 to the given values.
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*/
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declare function set(out: number[], x: number[], y: number[], z: number, w: number): number[];
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export default set;
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6
types/gl-vec4/squaredDistance.d.ts
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6
types/gl-vec4/squaredDistance.d.ts
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/**
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* Calculates the squared euclidian distance between two vec4's.
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*/
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declare function squaredDistance(a: number[], b: number[]): number;
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export default squaredDistance;
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6
types/gl-vec4/squaredLength.d.ts
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6
types/gl-vec4/squaredLength.d.ts
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/**
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* Calculates the squared length of a vec4.
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*/
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declare function squaredLength(a: number[]): number;
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export default squaredLength;
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6
types/gl-vec4/subtract.d.ts
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6
types/gl-vec4/subtract.d.ts
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/**
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* Subtracts vector b from vector a.
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*/
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declare function subtract(out: number[], a: number[], b: number[]): number[];
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export default subtract;
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6
types/gl-vec4/transformMat4.d.ts
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6
types/gl-vec4/transformMat4.d.ts
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/**
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* Transforms the vec4 with a mat4..
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*/
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declare function transformMat4(out: number[], a: number[], m: number[]): number[];
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export default transformMat4;
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6
types/gl-vec4/transformQuat.d.ts
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6
types/gl-vec4/transformQuat.d.ts
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/**
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* Transforms the vec4 with a quat.
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*/
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declare function transformQuat(out: number[], a: number[], q: number[]): number[];
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export default transformQuat;
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@ -20,6 +20,31 @@
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},
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"files": [
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"index.d.ts",
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"add.d.ts",
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"clone.d.ts",
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"copy.d.ts",
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"create.d.ts",
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"distance.d.ts",
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"divide.d.ts",
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"dot.d.ts",
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"fromValues.d.ts",
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"inverse.d.ts",
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"length.d.ts",
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"lerp.d.ts",
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"max.d.ts",
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"min.d.ts",
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"multiply.d.ts",
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"negate.d.ts",
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"normalize.d.ts",
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"random.d.ts",
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"scale.d.ts",
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"scaleAndAdd.d.ts",
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"set.d.ts",
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"squaredDistance.d.ts",
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"squaredLength.d.ts",
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"subtract.d.ts",
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"transformMat4.d.ts",
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"transformQuat.d.ts",
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"gl-vec4-tests.ts"
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]
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}
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