// Auto-generated by ./scripts/build-rust-wasm.js. export const memory: WebAssembly.Memory; export function wasmgpu_alloc(bytes: number): number; export function wasmgpu_free(ptr: number, bytes: number): void; export function wasmgpu_alloc_f32(len: number): number; export function wasmgpu_free_f32(ptr: number, len: number): void; export function wasmgpu_alloc_u32(len: number): number; export function wasmgpu_free_u32(ptr: number, len: number): void; export function wasmgpu_seed(seed: number): void; export function wasmgpu_frame_arena_init(capBytes: number): number; export function wasmgpu_frame_arena_reset(): void; export function wasmgpu_frame_arena_epoch(): number; export function wasmgpu_frame_alloc(bytes: number, align: number): number; export function wasmgpu_frame_alloc_f32(len: number): number; export function wasmgpu_frame_arena_used(): number; export function wasmgpu_frame_arena_cap(): number; export function f32view(ptr: number, len: number): Float32Array; export function u32view(ptr: number, len: number): Uint32Array; export function i32view(ptr: number, len: number): Int32Array; export function u8view(ptr: number, len: number): Uint8Array; export function transform_compose_local_many(outLocalPtr: number, posPtr: number, rotPtr: number, sclPtr: number, count: number): number; export function transform_update_world_ordered(outWorldPtr: number, localPtr: number, parentPtr: number, orderPtr: number, count: number): number; export function transform_update_partial_ordered(outWorldPtr: number, outLocalPtr: number, posPtr: number, rotPtr: number, sclPtr: number, parentPtr: number, orderPtr: number, dirtyIndicesPtr: number, dirtyCount: number, count: number): number; export function transform_pack_model_normal_mat4_from_ptrs(outPtr: number, matPtrsPtr: number, count: number): number; export function cull_write_planes_from_view_projection(outPlanesPtr: number, viewProjPtr: number): number; export function cull_prepare_world_spheres_from_ptrs(outCentersPtr: number, outRadiiPtr: number, worldPtrsPtr: number, localCentersPtr: number, localRadiiPtr: number, count: number): number; export function cull_spheres_frustum(outIndicesPtr: number, centersPtr: number, radiiPtr: number, count: number, frustumPtr: number): number; export function bounds_pointcloud_xyzs(outBoxMinPtr: number, outBoxMaxPtr: number, outSphereCenterPtr: number, outSphereRadiusPtr: number, pointsPtr: number, pointCount: number, strideF32: number): number; export function bounds_glyph_instances(outBoxMinPtr: number, outBoxMaxPtr: number, outSphereCenterPtr: number, outSphereRadiusPtr: number, positionsPtr: number, scalesPtr: number, rotationsPtr: number, instanceCount: number, glyphCenterPtr: number, glyphRadius: number): number; export function bounds_geometry_positions(outBoxMinPtr: number, outBoxMaxPtr: number, outSphereCenterPtr: number, outSphereRadiusPtr: number, positionsPtr: number, vertexCount: number): number; export function accessor_deinterleave(outPtr: number, srcPtr: number, count: number, numComponents: number, componentBytes: number, byteStride: number): number; export function accessor_apply_sparse(outPtr: number, outComponentCount: number, componentType: number, numComponents: number, indicesPtr: number, indicesComponentType: number, valuesPtr: number, sparseCount: number): number; export function accessor_convert_to_f32(outPtr: number, srcPtr: number, componentCount: number, componentType: number, normalized: number): number; export function accessor_convert_to_u16(outPtr: number, srcPtr: number, componentCount: number, componentType: number): number; export function accessor_convert_to_u32(outPtr: number, srcPtr: number, componentCount: number, componentType: number): number; export function mesh_compute_vertex_normals(outNormalsPtr: number, positionsPtr: number, vertexCount: number, indicesPtr: number, indexCount: number): number; export function anim_sample_clip_trs(posPtr: number, rotPtr: number, sclPtr: number, transformCount: number, samplersPtr: number, samplerCount: number, channelsPtr: number, channelCount: number, time: number): number; export function anim_compute_joint_matrices_to(outPtr: number, jointIndicesPtr: number, jointCount: number, invBindPtr: number, worldBasePtr: number, meshWorldPtr: number): number; export function ndarray_numel(shapePtr: number, ndim: number): number; export function ndarray_strides_row_major(outStridesPtr: number, shapePtr: number, ndim: number, elemBytes: number): number; export function ndarray_offset_bytes(shapePtr: number, stridesPtr: number, indicesPtr: number, ndim: number, baseOffsetBytes: number): number; export function mat4_abs(outPtr: number, mPtr: number): number; export function mat4_add(outPtr: number, m1Ptr: number, m2Ptr: number): number; export function mat4_copy(outPtr: number, mPtr: number): number; export function mat4_decompose_trs(outTrsPtr: number, mPtr: number): number; export function mat4_det(mPtr: number): number; export function mat4_identity(outPtr: number): number; export function mat4_init(outPtr: number, m0: number, m1: number, m2: number, m3: number, m4: number, m5: number, m6: number, m7: number, m8: number, m9: number, m10: number, m11: number, m12: number, m13: number, m14: number, m15: number): number; export function mat4_invert(outPtr: number, mPtr: number): number; export function mat4_isEqual(m1Ptr: number, m2Ptr: number): number; export function mat4_isIdentity(mPtr: number): number; export function mat4_isInverse(m1Ptr: number, m2Ptr: number): number; export function mat4_isZero(mPtr: number): number; export function mat4_lookAt(outPtr: number, eyePtr: number, centerPtr: number, upPtr: number): number; export function mat4_mul(outPtr: number, m1Ptr: number, m2Ptr: number): number; export function mat4_mul_vec4(outVec4Ptr: number, mPtr: number, v4Ptr: number): number; export function mat4_neg(outPtr: number, mPtr: number): number; export function mat4_norm(mPtr: number): number; export function mat4_normalize(outPtr: number, mPtr: number): number; export function mat4_normsq(mPtr: number): number; export function mat4_perspective(outPtr: number, fovY: number, aspect: number, near: number, far: number): number; export function mat4_random(outPtr: number): number; export function mat4_random_range(outPtr: number, a: number, b: number): number; export function mat4_rotateX(outPtr: number, mPtr: number, angle: number): number; export function mat4_rotateY(outPtr: number, mPtr: number, angle: number): number; export function mat4_rotateZ(outPtr: number, mPtr: number, angle: number): number; export function mat4_round(outPtr: number, mPtr: number): number; export function mat4_scl(outPtr: number, mPtr: number, n: number): number; export function mat4_sub(outPtr: number, m1Ptr: number, m2Ptr: number): number; export function mat4_trace(mPtr: number): number; export function mat4_translate(outPtr: number, mPtr: number, v3Ptr: number): number; export function mat4_transpose(outPtr: number, mPtr: number): number; export function mat4_print(mPtr: number): void; export function quat_abs(outPtr: number, qPtr: number): number; export function quat_add(outPtr: number, q1Ptr: number, q2Ptr: number): number; export function quat_copy(outPtr: number, qPtr: number): number; export function quat_dist(q1Ptr: number, q2Ptr: number): number; export function quat_distsq(q1Ptr: number, q2Ptr: number): number; export function quat_fromAxisAngle(outPtr: number, axisPtr: number, angle: number): number; export function quat_init(outPtr: number, x: number, y: number, z: number, w: number): number; export function quat_invert(outPtr: number, qPtr: number): number; export function quat_isEqual(q1Ptr: number, q2Ptr: number): number; export function quat_isNormalized(qPtr: number): number; export function quat_isZero(qPtr: number): number; export function quat_mul(outPtr: number, q1Ptr: number, q2Ptr: number): number; export function quat_neg(outPtr: number, qPtr: number): number; export function quat_norm(qPtr: number): number; export function quat_normalize(outPtr: number, qPtr: number): number; export function quat_normscl(outPtr: number, qPtr: number, n: number): number; export function quat_normsq(qPtr: number): number; export function quat_random(outPtr: number): number; export function quat_random_range(outPtr: number, a: number, b: number): number; export function quat_round(outPtr: number, qPtr: number): number; export function quat_scl(outPtr: number, qPtr: number, n: number): number; export function quat_slerp(outPtr: number, q1Ptr: number, q2Ptr: number, t: number): number; export function quat_sub(outPtr: number, q1Ptr: number, q2Ptr: number): number; export function quat_toRotation(outVec3Ptr: number, qPtr: number, v3Ptr: number): number; export function quat_print(qPtr: number): void; export function vec3_abs(outPtr: number, vPtr: number): number; export function vec3_add(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_ang(outPtr: number, vPtr: number): number; export function vec3_angBetween(v1Ptr: number, v2Ptr: number): number; export function vec3_copy(outPtr: number, vPtr: number): number; export function vec3_cross(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_dist(v1Ptr: number, v2Ptr: number): number; export function vec3_distsq(v1Ptr: number, v2Ptr: number): number; export function vec3_dot(v1Ptr: number, v2Ptr: number): number; export function vec3_init(outPtr: number, x: number, y: number, z: number): number; export function vec3_interp(outPtr: number, vPtr: number, a: number, b: number, c: number): number; export function vec3_isEqual(v1Ptr: number, v2Ptr: number): number; export function vec3_isNormalized(vPtr: number): number; export function vec3_isOrthogonal(v1Ptr: number, v2Ptr: number): number; export function vec3_isParallel(v1Ptr: number, v2Ptr: number): number; export function vec3_isZero(vPtr: number): number; export function vec3_neg(outPtr: number, vPtr: number): number; export function vec3_norm(vPtr: number): number; export function vec3_normalize(outPtr: number, vPtr: number): number; export function vec3_normscl(outPtr: number, vPtr: number, n: number): number; export function vec3_normsq(vPtr: number): number; export function vec3_oproj(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_proj(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_random(outPtr: number): number; export function vec3_random_range(outPtr: number, a: number, b: number): number; export function vec3_reflect(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_refract(outPtr: number, v1Ptr: number, v2Ptr: number, refractiveIndex: number): number; export function vec3_round(outPtr: number, vPtr: number): number; export function vec3_scl(outPtr: number, vPtr: number, n: number): number; export function vec3_sub(outPtr: number, v1Ptr: number, v2Ptr: number): number; export function vec3_print(vPtr: number): void; export function mat4abs(m: number[]): number[]; export function mat4add(m1: number[], m2: number[]): number[]; export function mat4copy(m: number[]): number[]; export function mat4det(m: number[]): number; export function mat4identity(): number[]; export function mat4init(...m: number[]): number[]; export function mat4invert(m: number[]): number[]; export function mat4isEqual(m1: number[], m2: number[]): boolean; export function mat4isIdentity(m: number[]): boolean; export function mat4isInverse(m1: number[], m2: number[]): boolean; export function mat4isZero(m: number[]): boolean; export function mat4lookAt(eye: number[], center: number[], up: number[]): number[]; export function mat4mul(m1: number[], m2: number[]): number[]; export function mat4neg(m: number[]): number[]; export function mat4norm(m: number[]): number; export function mat4normalize(m: number[]): number[]; export function mat4normsq(m: number[]): number; export function mat4perspective(fovY: number, aspect: number, near: number, far: number): number[]; export function mat4print(m: number[]): void; export function mat4random(a: number, b: number): number[]; export function mat4rotateX(m: number[], angle: number): number[]; export function mat4rotateY(m: number[], angle: number): number[]; export function mat4rotateZ(m: number[], angle: number): number[]; export function mat4round(m: number[]): number[]; export function mat4scl(m: number[], n: number): number[]; export function mat4sub(m1: number[], m2: number[]): number[]; export function mat4trace(m: number[]): number; export function mat4translate(m: number[], v: number[]): number[]; export function mat4transpose(m: number[]): number[]; export function quatabs(q: number[]): number[]; export function quatadd(q1: number[], q2: number[]): number[]; export function quatcopy(q: number[]): number[]; export function quatdist(q1: number[], q2: number[]): number; export function quatdistsq(q1: number[], q2: number[]): number; export function quatfromAxisAngle(axis: number[], angle: number): number[]; export function quatinit(x?: number, y?: number, z?: number, w?: number): number[]; export function quatinvert(q: number[]): number[]; export function quatisEqual(q1: number[], q2: number[]): boolean; export function quatisNormalized(q: number[]): boolean; export function quatisZero(q: number[]): boolean; export function quatmul(q1: number[], q2: number[]): number[]; export function quatneg(q: number[]): number[]; export function quatnorm(q: number[]): number; export function quatnormalize(q: number[]): number[]; export function quatnormscl(q: number[], scalar: number): number[]; export function quatnormsq(q: number[]): number; export function quatprint(q: number[]): void; export function quatrandom(a: number, b: number): number[]; export function quatround(q: number[]): number[]; export function quatscl(q: number[], scalar: number): number[]; export function quatslerp(q1: number[], q2: number[], t: number): number[]; export function quatsub(q1: number[], q2: number[]): number[]; export function quattoRotation(q: number[], v: number[]): number[]; export function vec3abs(v: number[]): number[]; export function vec3add(v1: number[], v2: number[]): number[]; export function vec3ang(v: number[]): number[]; export function vec3angBetween(v1: number[], v2: number[]): number; export function vec3copy(v: number[]): number[]; export function vec3cross(v1: number[], v2: number[]): number[]; export function vec3dist(v1: number[], v2: number[]): number; export function vec3distsq(v1: number[], v2: number[]): number; export function vec3dot(v1: number[], v2: number[]): number; export function vec3init(x?: number, y?: number, z?: number): number[]; export function vec3interp(v: number[], a: number, b: number, c: number): number[]; export function vec3isEqual(v1: number[], v2: number[]): boolean; export function vec3isNormalized(v: number[]): boolean; export function vec3isOrthogonal(v1: number[], v2: number[]): boolean; export function vec3isParallel(v1: number[], v2: number[]): boolean; export function vec3isZero(v: number[]): boolean; export function vec3neg(v: number[]): number[]; export function vec3norm(v: number[]): number; export function vec3normalize(v: number[]): number[]; export function vec3normscl(v: number[], scalar: number): number[]; export function vec3normsq(v: number[]): number; export function vec3oproj(v1: number[], v2: number[]): number[]; export function vec3print(v: number[]): void; export function vec3proj(v1: number[], v2: number[]): number[]; export function vec3random(a: number, b: number): number[]; export function vec3reflect(v1: number[], v2: number[]): number[]; export function vec3refract(v1: number[], v2: number[], refractiveIndex: number): number[]; export function vec3round(v: number[]): number[]; export function vec3scl(v: number[], scalar: number): number[]; export function vec3sub(v1: number[], v2: number[]): number[];