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1import type { quat, vec2, vec4 } from 'gl-matrix';
2import { mat3, mat4, vec3 } from 'gl-matrix';
3export declare function clamp(number: number, boundOne: number, boundTwo: number): number;
4export declare function getAngle(angle?: number): number;
5export declare function createVec3(x: number | vec2 | vec3 | vec4, y?: number, z?: number): vec3;
6export declare function deg2rad(deg: number): number;
7export declare function rad2deg(rad: number): number;
8export declare function grad2deg(grads: number): number;
9export declare function deg2turn(deg: number): number;
10export declare function turn2deg(turn: number): number;
11/**
12 * decompose mat3
13 * extract translation/scaling/rotation(in radians)
14 *
15 * gl-matrix didn't provide them for mat3, but we can
16 * @see https://math.stackexchange.com/a/1463487
17 * @see https://math.stackexchange.com/a/417813
18 */
19export declare function getScaling(out: vec2, mat: mat3): vec2;
20export declare function getTranslation(out: vec2, mat: mat3): vec2;
21export declare function getRotationInRadians(mat: mat3): number;
22/**
23 * @see https://github.com/toji/gl-matrix/issues/329
24 * @see https://doc.babylonjs.com/divingDeeper/mesh/transforms/center_origin/rotation_conventions
25 */
26export declare function getEuler(out: vec3, quat: quat | mat4): vec3;
27export declare function fromRotationTranslationScale(rotation: number, x: number, y: number, scaleX: number, scaleY: number): mat3;
28export declare function makePerspective(out: mat4, left: number, right: number, top: number, bottom: number, near: number, far: number): mat4;
29export declare function decompose(mat: mat3): number[];