Package-level declarations

Types

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data class Bool2(var x: Boolean = false, var y: Boolean = false)

A two-component boolean vector, typically the result of per-component comparisons on Float2.

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data class Bool3(var x: Boolean = false, var y: Boolean = false, var z: Boolean = false)

A three-component boolean vector, typically the result of per-component comparisons on Float3.

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data class Bool4(var x: Boolean = false, var y: Boolean = false, var z: Boolean = false, var w: Boolean = false)

A four-component boolean vector, typically the result of per-component comparisons on Float4.

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Converts an equirectangular image to a cubemap.

Converts an equirectangular image to a cubemap.

Converts an equirectangular image to a cubemap.

Converts an equirectangular image to a cubemap.

Converts an equirectangular image to a cubemap.

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data class Float2(var x: Float = 0.0f, var y: Float = 0.0f)

A two-component vector of Float values with GLSL-style swizzle accessors.

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data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)

A three-component vector of Float values with GLSL-style swizzle accessors.

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data class Float4(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f, var w: Float = 0.0f)

A four-component vector of Float values with GLSL-style swizzle accessors.

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value class Half(val v: UShort) : Comparable<Half>

A 16-bit half-precision floating-point number conforming to IEEE 754-2008.

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data class Half2(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO)

A two-component vector of Half-precision float values with GLSL-style swizzle accessors.

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data class Half3(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO, var z: Half = Half.POSITIVE_ZERO)

A three-component vector of Half-precision float values with GLSL-style swizzle accessors.

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data class Half4(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO, var z: Half = Half.POSITIVE_ZERO, var w: Half = Half.POSITIVE_ZERO)

A four-component vector of Half-precision float values with GLSL-style swizzle accessors.

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actual object HDRLoader

Decodes an HDR image from raw bytes into a Filament Texture.

expect object HDRLoader

Decodes an HDR image from raw bytes into a Filament Texture.

actual object HDRLoader

Decodes an HDR image from raw bytes into a Filament Texture.

actual object HDRLoader

Decodes an HDR image from raw bytes into a Filament Texture.

actual object HDRLoader

Decodes an HDR image from raw bytes into a Filament Texture.

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actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

expect class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

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data class Int2(var x: Int = 0, var y: Int = 0)
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data class Int3(var x: Int = 0, var y: Int = 0, var z: Int = 0)
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data class Int4(var x: Int = 0, var y: Int = 0, var z: Int = 0, var w: Int = 0)
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actual object KTX1Loader

Decodes KTX1 data into Filament textures, indirect lights, and skyboxes.

expect object KTX1Loader

Decodes KTX1 data into Filament textures, indirect lights, and skyboxes.

actual object KTX1Loader

Decodes KTX1 data into Filament textures, indirect lights, and skyboxes.

actual object KTX1Loader

Decodes KTX1 data into Filament textures, indirect lights, and skyboxes.

actual object KTX1Loader

Decodes KTX1 data into Filament textures, indirect lights, and skyboxes.

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actual class Manipulator

Helper that enables camera interaction similar to sketchfab or Google Maps.

expect class Manipulator

Helper that enables camera interaction similar to sketchfab or Google Maps.

actual class Manipulator

Helper that enables camera interaction similar to sketchfab or Google Maps.

actual class Manipulator

Helper that enables camera interaction similar to sketchfab or Google Maps.

actual class Manipulator

Helper that enables camera interaction similar to sketchfab or Google Maps.

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data class Mat2(var x: Float2 = Float2(x = 1.0f), var y: Float2 = Float2(y = 1.0f))

A 2×2 column-major matrix of Float values.

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data class Mat3(var x: Float3 = Float3(x = 1.0f), var y: Float3 = Float3(y = 1.0f), var z: Float3 = Float3(z = 1.0f))

A 3×3 column-major matrix of Float values.

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data class Mat4(var x: Float4 = Float4(x = 1.0f), var y: Float4 = Float4(y = 1.0f), var z: Float4 = Float4(z = 1.0f), var w: Float4 = Float4(w = 1.0f))

A 4×4 column-major matrix of Float values.

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Selects a column of a matrix by semantic name.

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data class Quaternion(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f, var w: Float = 1.0f)

Construct Quaternion and set each value. The Quaternion will be normalized during construction Default: Identity

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data class Ray(var origin: Float3 = Float3(), var direction: Float3)

A ray defined by an origin point and a direction vector.

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Euler-angle rotation order (intrinsic Tait-Bryan angles).

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actual class SpecularFilter(context: IBLPrefilterContext)

GPU-based implementation of the specular probe pre-integration filter.

expect class SpecularFilter(context: IBLPrefilterContext)

GPU-based implementation of the specular probe pre-integration filter.

actual class SpecularFilter(context: IBLPrefilterContext)

GPU-based implementation of the specular probe pre-integration filter.

actual class SpecularFilter(context: IBLPrefilterContext)

GPU-based implementation of the specular probe pre-integration filter.

actual class SpecularFilter(context: IBLPrefilterContext)

GPU-based implementation of the specular probe pre-integration filter.

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actual object TextureLoader

Loads common image formats (PNG, JPG, etc.) into a Filament Texture.

expect object TextureLoader

Loads common image formats (PNG, JPG, etc.) into a Filament Texture.

actual object TextureLoader

Loads common image formats (PNG, JPG, etc.) into a Filament Texture.

actual object TextureLoader

Loads common image formats (PNG, JPG, etc.) into a Filament Texture.

actual object TextureLoader

Loads common image formats (PNG, JPG, etc.) into a Filament Texture.

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Selects a component of a vector by semantic alias.

Properties

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const val FOUR_PI: Float

4π as a Float.

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const val FPI: Float = 3.1415927f

π as a Float.

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Converts this Double to a Half-precision float using the .h shorthand.

val Float.h: Half

Converts this Float to a Half-precision float using the .h shorthand.

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1.0 as a Half.

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const val HALF_PI: Float

π / 2 as a Float.

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2.0 as a Half.

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const val INV_FOUR_PI: Float

1 / (4π) as a Float.

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const val INV_PI: Float

1 / π as a Float.

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const val INV_TWO_PI: Float

1 / (2π) as a Float.

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const val TWO_PI: Float

2π as a Float.

Functions

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inline fun abs(v: Float2): Float2
inline fun abs(v: Float3): Float3
inline fun abs(v: Float4): Float4
inline fun abs(v: Half3): Half3
inline fun abs(v: Half4): Half4
inline fun abs(v: Int3): Int3
inline fun abs(v: Int4): Int4
inline fun abs(q: Quaternion): Quaternion

fun abs(x: Half): Half

Returns the absolute value of x.

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inline fun all(v: Bool2): Boolean
inline fun all(v: Bool3): Boolean
inline fun all(v: Bool4): Boolean
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inline fun angle(a: Float2, b: Float2): Float
inline fun angle(a: Float3, b: Float3): Float

Returns the angle in radians between vectors a and b.

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inline fun any(v: Bool2): Boolean
inline fun any(v: Bool3): Boolean
inline fun any(v: Bool4): Boolean
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fun ceil(x: Half): Half

Returns the smallest integer Half not less than x.

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inline fun clamp(v: Float2, min: Float2, max: Float2): Float2
inline fun clamp(v: Float2, min: Float, max: Float): Float2
inline fun clamp(v: Float3, min: Float3, max: Float3): Float3
inline fun clamp(v: Float3, min: Float, max: Float): Float3
inline fun clamp(v: Float4, min: Float4, max: Float4): Float4
inline fun clamp(v: Float4, min: Float, max: Float): Float4
inline fun clamp(v: Half3, min: Half, max: Half): Half3
inline fun clamp(v: Half3, min: Half3, max: Half3): Half3
inline fun clamp(v: Half4, min: Half, max: Half): Half4
inline fun clamp(v: Half4, min: Half4, max: Half4): Half4
inline fun clamp(v: Int3, min: Int3, max: Int3): Int3
inline fun clamp(v: Int3, min: Int, max: Int): Int3
inline fun clamp(v: Int4, min: Int4, max: Int4): Int4
inline fun clamp(v: Int4, min: Int, max: Int): Int4

inline fun clamp(x: Half, min: Half, max: Half): Half
inline fun clamp(x: Float, min: Float, max: Float): Float
inline fun clamp(x: Int, min: Int, max: Int): Int

Clamps x to the range [min, max].

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inline fun Float.compareTo(v: Float, delta: Float): Float
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inline fun cross(a: Float3, b: Float3): Float3

Returns the cross product of a and b.

inline fun cross(a: Half3, b: Half3): Half3

Returns the cross product of a and b as a Half3.

inline fun cross(a: Int3, b: Int3): Int3
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inline fun degrees(v: Float): Float

Converts radians to degrees.

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inline fun distance(a: Float2, b: Float2): Float
inline fun distance(a: Float3, b: Float3): Float
inline fun distance(a: Float4, b: Float4): Float
inline fun distance(a: Half3, b: Half3): Half
inline fun distance(a: Half4, b: Half4): Half
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inline operator fun Half.div(v: Half3): Half3
inline operator fun Half.div(v: Half4): Half4
inline operator fun Float.div(v: Float2): Float2
inline operator fun Float.div(v: Float3): Float3
inline operator fun Float.div(v: Float4): Float4
inline operator fun Float.div(q: Quaternion): Quaternion
inline operator fun Int.div(v: Int3): Int3
inline operator fun Int.div(v: Int4): Int4
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inline fun dot(a: Float2, b: Float2): Float
inline fun dot(a: Float3, b: Float3): Float
inline fun dot(a: Float4, b: Float4): Float
inline fun dot(a: Half3, b: Half3): Half
inline fun dot(a: Half4, b: Half4): Half
inline fun dot(a: Int3, b: Int3): Int
inline fun dot(a: Int4, b: Int4): Int
inline fun dot(a: Quaternion, b: Quaternion): Float
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infix inline fun Float2.eq(b: Float2): Bool2
infix inline fun Float2.eq(b: Float): Bool2
infix inline fun Float3.eq(b: Float3): Bool3
infix inline fun Float3.eq(b: Float): Bool3
infix inline fun Float4.eq(b: Float4): Bool4
infix inline fun Float4.eq(b: Float): Bool4
infix inline fun Half2.eq(b: Half): Bool2
infix inline fun Half2.eq(b: Half2): Bool2
infix inline fun Half3.eq(b: Half): Bool3
infix inline fun Half3.eq(b: Half3): Bool3
infix inline fun Half4.eq(b: Half): Bool4
infix inline fun Half4.eq(b: Half4): Bool4
infix inline fun Int2.eq(b: Int2): Bool2
infix inline fun Int2.eq(b: Int): Bool2
infix inline fun Int3.eq(b: Int3): Bool3
infix inline fun Int3.eq(b: Int): Bool3
infix inline fun Int4.eq(b: Int4): Bool4
infix inline fun Int4.eq(b: Int): Bool4
infix inline fun Quaternion.eq(b: Float4): Bool4
infix inline fun Quaternion.eq(b: Float): Bool4
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inline fun equal(a: Half2, b: Half): Bool2
inline fun equal(a: Half2, b: Half2): Bool2
inline fun equal(a: Half3, b: Half): Bool3
inline fun equal(a: Half3, b: Half3): Bool3
inline fun equal(a: Half4, b: Half): Bool4
inline fun equal(a: Half4, b: Half4): Bool4
inline fun equal(a: Int2, b: Int2): Bool2
inline fun equal(a: Int2, b: Int): Bool2
inline fun equal(a: Int3, b: Int3): Bool3
inline fun equal(a: Int3, b: Int): Bool3
inline fun equal(a: Int4, b: Int4): Bool4
inline fun equal(a: Int4, b: Int): Bool4
inline fun equal(a: Float2, b: Float2, delta: Float = 0.0f): Bool2
inline fun equal(a: Float2, b: Float, delta: Float = 0.0f): Bool2
inline fun equal(a: Float3, b: Float3, delta: Float = 0.0f): Bool3
inline fun equal(a: Float3, b: Float, delta: Float = 0.0f): Bool3
inline fun equal(a: Float4, b: Float4, delta: Float = 0.0f): Bool4
inline fun equal(a: Float4, b: Float, delta: Float = 0.0f): Bool4
inline fun equal(a: Mat2, b: Mat2, delta: Float = 0.0f): Bool2
inline fun equal(a: Mat2, b: Float, delta: Float = 0.0f): Bool2
inline fun equal(a: Mat3, b: Mat3, delta: Float = 0.0f): Bool3
inline fun equal(a: Mat3, b: Float, delta: Float = 0.0f): Bool3
inline fun equal(a: Mat4, b: Mat4, delta: Float = 0.0f): Bool4
inline fun equal(a: Mat4, b: Float, delta: Float = 0.0f): Bool4
inline fun equal(a: Quaternion, b: Quaternion, delta: Float = 0.0f): Bool4
inline fun equal(a: Quaternion, b: Float, delta: Float = 0.0f): Bool4
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inline fun Float.equals(v: Float, delta: Float): Boolean
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fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3

Extracts Euler angles in degrees from a rotation Mat4 in the specified order.

fun eulerAngles(q: Quaternion, order: RotationsOrder = RotationsOrder.ZYX): Float3

Convert a Quaternion to Euler angles

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fun floor(x: Half): Half

Returns the largest integer Half not greater than x.

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inline fun fract(v: Float): Float

Returns the fractional part of v.

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inline fun greaterThan(a: Float2, b: Float2): Bool2
inline fun greaterThan(a: Float2, b: Float): Bool2
inline fun greaterThan(a: Float3, b: Float3): Bool3
inline fun greaterThan(a: Float3, b: Float): Bool3
inline fun greaterThan(a: Float4, b: Float4): Bool4
inline fun greaterThan(a: Float4, b: Float): Bool4
inline fun greaterThan(a: Half2, b: Half): Bool2
inline fun greaterThan(a: Half2, b: Half2): Bool2
inline fun greaterThan(a: Half3, b: Half): Bool3
inline fun greaterThan(a: Half3, b: Half3): Bool3
inline fun greaterThan(a: Half4, b: Half): Bool4
inline fun greaterThan(a: Half4, b: Half4): Bool4
inline fun greaterThan(a: Int2, b: Int2): Bool2
inline fun greaterThan(a: Int2, b: Int): Bool2
inline fun greaterThan(a: Int3, b: Int3): Bool3
inline fun greaterThan(a: Int3, b: Int): Bool3
inline fun greaterThan(a: Int4, b: Int4): Bool4
inline fun greaterThan(a: Int4, b: Int): Bool4
inline fun greaterThan(a: Quaternion, b: Float): Bool4
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inline fun greaterThanEqual(a: Float2, b: Float2): Bool2
inline fun greaterThanEqual(a: Float2, b: Float): Bool2
inline fun greaterThanEqual(a: Float3, b: Float3): Bool3
inline fun greaterThanEqual(a: Float3, b: Float): Bool3
inline fun greaterThanEqual(a: Float4, b: Float4): Bool4
inline fun greaterThanEqual(a: Float4, b: Float): Bool4
inline fun greaterThanEqual(a: Half2, b: Half): Bool2
inline fun greaterThanEqual(a: Half2, b: Half2): Bool2
inline fun greaterThanEqual(a: Half3, b: Half): Bool3
inline fun greaterThanEqual(a: Half3, b: Half3): Bool3
inline fun greaterThanEqual(a: Half4, b: Half): Bool4
inline fun greaterThanEqual(a: Half4, b: Half4): Bool4
inline fun greaterThanEqual(a: Int2, b: Int2): Bool2
inline fun greaterThanEqual(a: Int2, b: Int): Bool2
inline fun greaterThanEqual(a: Int3, b: Int3): Bool3
inline fun greaterThanEqual(a: Int3, b: Int): Bool3
inline fun greaterThanEqual(a: Int4, b: Int4): Bool4
inline fun greaterThanEqual(a: Int4, b: Int): Bool4
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infix inline fun Float2.gt(b: Float2): Bool2
infix inline fun Float2.gt(b: Float): Bool2
infix inline fun Float3.gt(b: Float3): Bool3
infix inline fun Float3.gt(b: Float): Bool3
infix inline fun Float4.gt(b: Float4): Bool4
infix inline fun Float4.gt(b: Float): Bool4
infix inline fun Half2.gt(b: Half): Bool2
infix inline fun Half2.gt(b: Half2): Bool2
infix inline fun Half3.gt(b: Half): Bool3
infix inline fun Half3.gt(b: Half3): Bool3
infix inline fun Half4.gt(b: Half): Bool4
infix inline fun Half4.gt(b: Half4): Bool4
infix inline fun Int2.gt(b: Int2): Bool2
infix inline fun Int2.gt(b: Int): Bool2
infix inline fun Int3.gt(b: Int3): Bool3
infix inline fun Int3.gt(b: Int): Bool3
infix inline fun Int4.gt(b: Int4): Bool4
infix inline fun Int4.gt(b: Int): Bool4
infix inline fun Quaternion.gt(b: Float4): Bool4
infix inline fun Quaternion.gt(b: Float): Bool4
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infix inline fun Float2.gte(b: Float2): Bool2
infix inline fun Float2.gte(b: Float): Bool2
infix inline fun Float3.gte(b: Float3): Bool3
infix inline fun Float3.gte(b: Float): Bool3
infix inline fun Float4.gte(b: Float4): Bool4
infix inline fun Float4.gte(b: Float): Bool4
infix inline fun Half2.gte(b: Half): Bool2
infix inline fun Half2.gte(b: Half2): Bool2
infix inline fun Half3.gte(b: Half): Bool3
infix inline fun Half3.gte(b: Half3): Bool3
infix inline fun Half4.gte(b: Half): Bool4
infix inline fun Half4.gte(b: Half4): Bool4
infix inline fun Int2.gte(b: Int2): Bool2
infix inline fun Int2.gte(b: Int): Bool2
infix inline fun Int3.gte(b: Int3): Bool3
infix inline fun Int3.gte(b: Int): Bool3
infix inline fun Int4.gte(b: Int4): Bool4
infix inline fun Int4.gte(b: Int): Bool4
infix inline fun Quaternion.gte(b: Float4): Bool4
infix inline fun Quaternion.gte(b: Float): Bool4
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fun Half(value: Double): Half

Constructs a Half from a Double by first converting to Float.

fun Half(value: Float): Half

Constructs a Half from a Float.

fun Half(value: String): Half

Constructs a Half by parsing a decimal string and converting to half-precision.

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fun inverse(m: Mat3): Mat3
fun inverse(m: Mat4): Mat4

Returns the inverse of m.

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inline fun length(v: Float2): Float
inline fun length(v: Float3): Float
inline fun length(v: Float4): Float
inline fun length(v: Half3): Half
inline fun length(v: Half4): Half
inline fun length(q: Quaternion): Float
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inline fun length2(v: Float2): Float
inline fun length2(v: Float3): Float
inline fun length2(v: Float4): Float
inline fun length2(v: Half3): Half
inline fun length2(v: Half4): Half
inline fun length2(q: Quaternion): Float
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inline fun lessThan(a: Float2, b: Float2): Bool2
inline fun lessThan(a: Float2, b: Float): Bool2
inline fun lessThan(a: Float3, b: Float3): Bool3
inline fun lessThan(a: Float3, b: Float): Bool3
inline fun lessThan(a: Float4, b: Float4): Bool4
inline fun lessThan(a: Float4, b: Float): Bool4
inline fun lessThan(a: Half2, b: Half): Bool2
inline fun lessThan(a: Half2, b: Half2): Bool2
inline fun lessThan(a: Half3, b: Half): Bool3
inline fun lessThan(a: Half3, b: Half3): Bool3
inline fun lessThan(a: Half4, b: Half): Bool4
inline fun lessThan(a: Half4, b: Half4): Bool4
inline fun lessThan(a: Int2, b: Int2): Bool2
inline fun lessThan(a: Int2, b: Int): Bool2
inline fun lessThan(a: Int3, b: Int3): Bool3
inline fun lessThan(a: Int3, b: Int): Bool3
inline fun lessThan(a: Int4, b: Int4): Bool4
inline fun lessThan(a: Int4, b: Int): Bool4
inline fun lessThan(a: Quaternion, b: Quaternion): Bool4
inline fun lessThan(a: Quaternion, b: Float): Bool4
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inline fun lessThanEqual(a: Float2, b: Float2): Bool2
inline fun lessThanEqual(a: Float2, b: Float): Bool2
inline fun lessThanEqual(a: Float3, b: Float3): Bool3
inline fun lessThanEqual(a: Float3, b: Float): Bool3
inline fun lessThanEqual(a: Float4, b: Float4): Bool4
inline fun lessThanEqual(a: Float4, b: Float): Bool4
inline fun lessThanEqual(a: Half2, b: Half): Bool2
inline fun lessThanEqual(a: Half2, b: Half2): Bool2
inline fun lessThanEqual(a: Half3, b: Half): Bool3
inline fun lessThanEqual(a: Half3, b: Half3): Bool3
inline fun lessThanEqual(a: Half4, b: Half): Bool4
inline fun lessThanEqual(a: Half4, b: Half4): Bool4
inline fun lessThanEqual(a: Int2, b: Int2): Bool2
inline fun lessThanEqual(a: Int2, b: Int): Bool2
inline fun lessThanEqual(a: Int3, b: Int3): Bool3
inline fun lessThanEqual(a: Int3, b: Int): Bool3
inline fun lessThanEqual(a: Int4, b: Int4): Bool4
inline fun lessThanEqual(a: Int4, b: Int): Bool4
inline fun lessThanEqual(a: Quaternion, b: Float): Bool4
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fun lookAt(eye: Float3, target: Float3, up: Float3 = Float3(z = 1.0f)): Mat4

Returns a view matrix that positions the camera at eye looking toward target.

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fun lookTowards(eye: Float3, forward: Float3, up: Float3 = Float3(z = 1.0f)): Mat4

Returns a view matrix for a camera at eye pointing in forward direction.

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infix inline fun Float2.lt(b: Float2): Bool2
infix inline fun Float2.lt(b: Float): Bool2
infix inline fun Float3.lt(b: Float3): Bool3
infix inline fun Float3.lt(b: Float): Bool3
infix inline fun Float4.lt(b: Float4): Bool4
infix inline fun Float4.lt(b: Float): Bool4
infix inline fun Half2.lt(b: Half): Bool2
infix inline fun Half2.lt(b: Half2): Bool2
infix inline fun Half3.lt(b: Half): Bool3
infix inline fun Half3.lt(b: Half3): Bool3
infix inline fun Half4.lt(b: Half): Bool4
infix inline fun Half4.lt(b: Half4): Bool4
infix inline fun Int2.lt(b: Int2): Bool2
infix inline fun Int2.lt(b: Int): Bool2
infix inline fun Int3.lt(b: Int3): Bool3
infix inline fun Int3.lt(b: Int): Bool3
infix inline fun Int4.lt(b: Int4): Bool4
infix inline fun Int4.lt(b: Int): Bool4
infix inline fun Quaternion.lt(b: Float4): Bool4
infix inline fun Quaternion.lt(b: Float): Bool4
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infix inline fun Float2.lte(b: Float2): Bool2
infix inline fun Float2.lte(b: Float): Bool2
infix inline fun Float3.lte(b: Float3): Bool3
infix inline fun Float3.lte(b: Float): Bool3
infix inline fun Float4.lte(b: Float4): Bool4
infix inline fun Float4.lte(b: Float): Bool4
infix inline fun Half2.lte(b: Half): Bool2
infix inline fun Half2.lte(b: Half2): Bool2
infix inline fun Half3.lte(b: Half): Bool3
infix inline fun Half3.lte(b: Half3): Bool3
infix inline fun Half4.lte(b: Half): Bool4
infix inline fun Half4.lte(b: Half4): Bool4
infix inline fun Int2.lte(b: Int2): Bool2
infix inline fun Int2.lte(b: Int): Bool2
infix inline fun Int3.lte(b: Int3): Bool3
infix inline fun Int3.lte(b: Int): Bool3
infix inline fun Int4.lte(b: Int4): Bool4
infix inline fun Int4.lte(b: Int): Bool4
infix inline fun Quaternion.lte(b: Float4): Bool4
infix inline fun Quaternion.lte(b: Float): Bool4
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inline fun max(v: Float2): Float
inline fun max(v: Float3): Float
inline fun max(v: Float4): Float
inline fun max(v: Half2): Half
inline fun max(v: Half3): Half
inline fun max(v: Half4): Half
inline fun max(v: Int2): Int
inline fun max(v: Int3): Int
inline fun max(v: Int4): Int
inline fun max(a: Float2, b: Float2): Float2
inline fun max(a: Float3, b: Float3): Float3
inline fun max(a: Float4, b: Float4): Float4
inline fun max(a: Half2, b: Half2): Half2
inline fun max(a: Half3, b: Half3): Half3
inline fun max(a: Half4, b: Half4): Half4
inline fun max(a: Int2, b: Int2): Int2
inline fun max(a: Int3, b: Int3): Int3
inline fun max(a: Int4, b: Int4): Int4

fun max(x: Half, y: Half): Half

Returns the larger of x and y; returns NaN if either is NaN.

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inline fun min(v: Float2): Float
inline fun min(v: Float3): Float
inline fun min(v: Float4): Float
inline fun min(v: Half2): Half
inline fun min(v: Half3): Half
inline fun min(v: Half4): Half
inline fun min(v: Int2): Int
inline fun min(v: Int3): Int
inline fun min(v: Int4): Int
inline fun min(a: Float2, b: Float2): Float2
inline fun min(a: Float3, b: Float3): Float3
inline fun min(a: Float4, b: Float4): Float4
inline fun min(a: Half2, b: Half2): Half2
inline fun min(a: Half3, b: Half3): Half3
inline fun min(a: Half4, b: Half4): Half4
inline fun min(a: Int2, b: Int2): Int2
inline fun min(a: Int3, b: Int3): Int3
inline fun min(a: Int4, b: Int4): Int4

fun min(x: Half, y: Half): Half

Returns the smaller of x and y; returns NaN if either is NaN.

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inline operator fun Half.minus(v: Half3): Half3
inline operator fun Half.minus(v: Half4): Half4
inline operator fun Float.minus(v: Float2): Float2
inline operator fun Float.minus(v: Float3): Float3
inline operator fun Float.minus(v: Float4): Float4
inline operator fun Float.minus(q: Quaternion): Quaternion
inline operator fun Int.minus(v: Int3): Int3
inline operator fun Int.minus(v: Int4): Int4
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inline fun mix(a: Float2, b: Float2, x: Float2): Float2
inline fun mix(a: Float2, b: Float2, x: Float): Float2
inline fun mix(a: Float3, b: Float3, x: Float3): Float3
inline fun mix(a: Float3, b: Float3, x: Float): Float3
inline fun mix(a: Float4, b: Float4, x: Float4): Float4
inline fun mix(a: Float4, b: Float4, x: Float): Float4
inline fun mix(a: Half3, b: Half3, x: Half): Half3
inline fun mix(a: Half3, b: Half3, x: Half3): Half3
inline fun mix(a: Half4, b: Half4, x: Half): Half4
inline fun mix(a: Half4, b: Half4, x: Half4): Half4

inline fun mix(a: Half, b: Half, x: Half): Half

Linearly interpolates between a and b by factor x using Half arithmetic.

inline fun mix(a: Float, b: Float, x: Float): Float

Linearly interpolates between a and b by factor x: a * (1 - x) + b * x.

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infix inline fun Float2.neq(b: Float2): Bool2
infix inline fun Float2.neq(b: Float): Bool2
infix inline fun Float3.neq(b: Float3): Bool3
infix inline fun Float3.neq(b: Float): Bool3
infix inline fun Float4.neq(b: Float4): Bool4
infix inline fun Float4.neq(b: Float): Bool4
infix inline fun Half2.neq(b: Half): Bool2
infix inline fun Half2.neq(b: Half2): Bool2
infix inline fun Half3.neq(b: Half): Bool3
infix inline fun Half3.neq(b: Half3): Bool3
infix inline fun Half4.neq(b: Half): Bool4
infix inline fun Half4.neq(b: Half4): Bool4
infix inline fun Int2.neq(b: Int2): Bool2
infix inline fun Int2.neq(b: Int): Bool2
infix inline fun Int3.neq(b: Int3): Bool3
infix inline fun Int3.neq(b: Int): Bool3
infix inline fun Int4.neq(b: Int4): Bool4
infix inline fun Int4.neq(b: Int): Bool4
infix inline fun Quaternion.neq(b: Float4): Bool4
infix inline fun Quaternion.neq(b: Float): Bool4
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fun normal(m: Mat4): Mat4

Returns the normal matrix for m.

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Returns a unit-length copy of v.

Returns a unit-length copy of v as a Half3.

Returns a unit-length copy of v as a Half4.

Rescale the Quaternion to the unit length

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inline fun notEqual(a: Half2, b: Half): Bool2
inline fun notEqual(a: Half2, b: Half2): Bool2
inline fun notEqual(a: Half3, b: Half): Bool3
inline fun notEqual(a: Half3, b: Half3): Bool3
inline fun notEqual(a: Half4, b: Half): Bool4
inline fun notEqual(a: Half4, b: Half4): Bool4
inline fun notEqual(a: Int2, b: Int2): Bool2
inline fun notEqual(a: Int2, b: Int): Bool2
inline fun notEqual(a: Int3, b: Int3): Bool3
inline fun notEqual(a: Int3, b: Int): Bool3
inline fun notEqual(a: Int4, b: Int4): Bool4
inline fun notEqual(a: Int4, b: Int): Bool4
inline fun notEqual(a: Float2, b: Float2, delta: Float = 0.0f): Bool2
inline fun notEqual(a: Float2, b: Float, delta: Float = 0.0f): Bool2
inline fun notEqual(a: Float3, b: Float3, delta: Float = 0.0f): Bool3
inline fun notEqual(a: Float3, b: Float, delta: Float = 0.0f): Bool3
inline fun notEqual(a: Float4, b: Float4, delta: Float = 0.0f): Bool4
inline fun notEqual(a: Float4, b: Float, delta: Float = 0.0f): Bool4
inline fun notEqual(a: Mat2, b: Mat2, delta: Float = 0.0f): Bool2
inline fun notEqual(a: Mat2, b: Float, delta: Float = 0.0f): Bool2
inline fun notEqual(a: Mat3, b: Mat3, delta: Float = 0.0f): Bool3
inline fun notEqual(a: Mat3, b: Float, delta: Float = 0.0f): Bool3
inline fun notEqual(a: Mat4, b: Mat4, delta: Float = 0.0f): Bool4
inline fun notEqual(a: Mat4, b: Float, delta: Float = 0.0f): Bool4
inline fun notEqual(a: Quaternion, b: Quaternion, delta: Float = 0.0f): Bool4
inline fun notEqual(a: Quaternion, b: Float, delta: Float = 0.0f): Bool4
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fun ortho(l: Float, r: Float, b: Float, t: Float, n: Float, f: Float): Mat4

Returns an orthographic projection matrix.

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fun perspective(fov: Float, ratio: Float, near: Float, far: Float): Mat4

Returns a perspective projection matrix.

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inline operator fun Half.plus(v: Half3): Half3
inline operator fun Half.plus(v: Half4): Half4
inline operator fun Float.plus(v: Float2): Float2
inline operator fun Float.plus(v: Float3): Float3
inline operator fun Float.plus(v: Float4): Float4
inline operator fun Float.plus(q: Quaternion): Quaternion
inline operator fun Int.plus(v: Int3): Int3
inline operator fun Int.plus(v: Int4): Int4
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fun pointAt(r: Ray, t: Float): Float3

Returns the point along ray r at parameter t: origin + direction * t.

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inline fun pow(x: Float, y: Float): Float

Raises x to the power y.

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Extracts a unit Quaternion from a rotation Mat4.

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inline fun radians(v: Float): Float

Converts degrees to radians.

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inline fun reflect(i: Float2, n: Float2): Float2
inline fun reflect(i: Float3, n: Float3): Float3

Returns the reflection of incident vector i off a surface with normal n.

inline fun reflect(i: Half3, n: Half3): Half3

Returns the reflection of incident vector i off a surface with normal n (assumed normalized).

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fun refract(i: Float2, n: Float2, eta: Float): Float2
fun refract(i: Float3, n: Float3, eta: Float): Float3
fun refract(i: Half3, n: Half3, eta: Half): Half3

Returns the refraction of incident vector i through a surface with normal n and ratio eta.

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fun rotation(m: Mat4): Mat4

Extracts and returns the rotation-only Mat4 from m by normalizing its basis vectors.

fun rotation(quaternion: Quaternion): Mat4

Returns a rotation Mat4 from the given quaternion (normalized internally).

fun rotation(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Mat4

Returns a rotation Mat4 from Euler angles (in degrees) in the specified order.

fun rotation(axis: Float3, angle: Float): Mat4

Returns a rotation Mat4 around axis by angle degrees.

fun rotation(yaw: Float = 0.0f, pitch: Float = 0.0f, roll: Float = 0.0f, order: RotationsOrder = RotationsOrder.ZYX): Mat4

Returns a rotation Mat4 from individual Euler angles in radians in the specified order.

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fun round(x: Half): Half

Returns x rounded to the nearest integer value as a Half.

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inline fun saturate(x: Half): Half

Clamps x to 0.0, 1.0 as a Half.

inline fun saturate(x: Float): Float

Clamps x to 0.0, 1.0.

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fun scale(s: Float3): Mat4

Returns a scale Mat4 from the given per-axis scale factors s.

fun scale(m: Mat4): Mat4

Extracts and returns a scale Mat4 from m.

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fun slerp(a: Quaternion, b: Quaternion, t: Float, dotThreshold: Float = 0.9995f): Quaternion

Spherical linear interpolation between two given orientations

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inline fun sqr(v: Half): Half

Returns v squared as a Half.

inline fun sqr(v: Float): Float

Returns v squared.

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fun sqrt(x: Half): Half

Returns the square root of x.

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inline operator fun Half.times(v: Half3): Half3
inline operator fun Half.times(v: Half4): Half4
inline operator fun Float.times(v: Float2): Float2
inline operator fun Float.times(v: Float3): Float3
inline operator fun Float.times(v: Float4): Float4
inline operator fun Float.times(q: Quaternion): Quaternion
inline operator fun Int.times(v: Int3): Int3
inline operator fun Int.times(v: Int4): Int4
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Converts this Double to a Half-precision float.

Converts this Float to a Half-precision float.

Converts this decimal String to a Half-precision float.

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inline fun transform(v: Float2, block: (Float) -> Float): Float2
inline fun transform(v: Float3, block: (Float) -> Float): Float3
inline fun transform(v: Float4, block: (Float) -> Float): Float4
inline fun transform(v: Half2, block: (Half) -> Half): Half2
inline fun transform(v: Half3, block: (Half) -> Half): Half3
inline fun transform(v: Half4, block: (Half) -> Half): Half4
inline fun transform(v: Int2, block: (Int) -> Int): Int2
inline fun transform(v: Int3, block: (Int) -> Int): Int3
inline fun transform(v: Int4, block: (Int) -> Int): Int4
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Returns a translation Mat4 for the vector t.

Extracts and returns a translation Mat4 from m.

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Returns the transpose of m.

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fun truncate(x: Half): Half

Returns x rounded toward zero (truncation).

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infix inline fun Float3.x(v: Float3): Float3

Infix alias for cross: a x b.

infix inline fun Half3.x(v: Half3): Half3

Infix alias for cross on Half3: a x b.

infix inline fun Int3.x(v: Int3): Int3