voronoid WASM API
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    Interface InitOutput

    interface InitOutput {
        __externref_drop_slice: (a: number, b: number) => void;
        __externref_table_alloc: () => number;
        __wbg_boundingbox2d_free: (a: number, b: number) => void;
        __wbg_boundingbox3d_free: (a: number, b: number) => void;
        __wbg_cell2d_free: (a: number, b: number) => void;
        __wbg_cell3d_free: (a: number, b: number) => void;
        __wbg_get_boundingbox2d_max_x: (a: number) => number;
        __wbg_get_boundingbox2d_max_y: (a: number) => number;
        __wbg_get_boundingbox2d_min_x: (a: number) => number;
        __wbg_get_boundingbox2d_min_y: (a: number) => number;
        __wbg_get_boundingbox3d_max_x: (a: number) => number;
        __wbg_get_boundingbox3d_max_y: (a: number) => number;
        __wbg_get_boundingbox3d_max_z: (a: number) => number;
        __wbg_get_boundingbox3d_min_x: (a: number) => number;
        __wbg_get_boundingbox3d_min_y: (a: number) => number;
        __wbg_get_boundingbox3d_min_z: (a: number) => number;
        __wbg_set_boundingbox2d_max_x: (a: number, b: number) => void;
        __wbg_set_boundingbox2d_max_y: (a: number, b: number) => void;
        __wbg_set_boundingbox2d_min_x: (a: number, b: number) => void;
        __wbg_set_boundingbox2d_min_y: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_max_x: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_max_y: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_max_z: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_min_x: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_min_y: (a: number, b: number) => void;
        __wbg_set_boundingbox3d_min_z: (a: number, b: number) => void;
        __wbg_tessellation2d_free: (a: number, b: number) => void;
        __wbg_tessellation3d_free: (a: number, b: number) => void;
        __wbg_wall2d_free: (a: number, b: number) => void;
        __wbg_wall3d_free: (a: number, b: number) => void;
        __wbg_wbg_rayon_poolbuilder_free: (a: number, b: number) => void;
        __wbindgen_exn_store: (a: number) => void;
        __wbindgen_externrefs: Table;
        __wbindgen_free: (a: number, b: number, c: number) => void;
        __wbindgen_malloc: (a: number, b: number) => number;
        __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
        __wbindgen_start: (a: number) => void;
        __wbindgen_thread_destroy: (a?: number, b?: number, c?: number) => void;
        boundingbox2d_new: (a: number, b: number, c: number, d: number) => number;
        boundingbox3d_new: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
        ) => number;
        cell2d_area: (a: number) => number;
        cell2d_centroid: (a: number) => [number, number];
        cell2d_edge_neighbors: (a: number) => [number, number];
        cell2d_id: (a: number) => number;
        cell2d_vertices: (a: number) => [number, number];
        cell3d_centroid: (a: number) => [number, number];
        cell3d_face_area: (a: number, b: number) => number;
        cell3d_face_counts: (a: number) => [number, number];
        cell3d_face_indices: (a: number) => [number, number];
        cell3d_face_neighbors: (a: number) => [number, number];
        cell3d_faces: (a: number) => any;
        cell3d_id: (a: number) => number;
        cell3d_vertices: (a: number) => [number, number];
        cell3d_volume: (a: number) => number;
        init_threads: (a: number) => any;
        initThreadPool: (a: number) => any;
        memory: Memory;
        tessellation2d_add_wall: (a: number, b: number) => void;
        tessellation2d_calculate: (a: number) => void;
        tessellation2d_calculate_sealed: (a: number) => void;
        tessellation2d_cells: (a: number) => [number, number];
        tessellation2d_clear_walls: (a: number) => void;
        tessellation2d_count_cells: (a: number) => number;
        tessellation2d_count_generators: (a: number) => number;
        tessellation2d_generators: (a: number) => [number, number];
        tessellation2d_get_cell: (a: number, b: number) => number;
        tessellation2d_get_generator: (a: number, b: number) => [number, number];
        tessellation2d_new: (a: number, b: number, c: number) => number;
        tessellation2d_prune_boundaries: (a: number) => void;
        tessellation2d_prune_log: (a: number) => [number, number];
        tessellation2d_prune_pos_log: (a: number) => [number, number];
        tessellation2d_random_generators: (a: number, b: number) => void;
        tessellation2d_read_generators: (a: number, b: number, c: number) => void;
        tessellation2d_relax: (a: number) => void;
        tessellation2d_seal_log: (a: number) => [number, number];
        tessellation2d_set_generator: (
            a: number,
            b: number,
            c: number,
            d: number,
        ) => void;
        tessellation2d_set_generators: (a: number, b: number, c: number) => void;
        tessellation3d_add_wall: (a: number, b: number) => void;
        tessellation3d_calculate: (a: number) => void;
        tessellation3d_calculate_sealed: (a: number) => void;
        tessellation3d_cells: (a: number) => [number, number];
        tessellation3d_clear_walls: (a: number) => void;
        tessellation3d_count_cells: (a: number) => number;
        tessellation3d_count_generators: (a: number) => number;
        tessellation3d_generators: (a: number) => [number, number];
        tessellation3d_get_cell: (a: number, b: number) => number;
        tessellation3d_get_generator: (a: number, b: number) => [number, number];
        tessellation3d_new: (a: number, b: number, c: number, d: number) => number;
        tessellation3d_prune_boundaries: (a: number) => void;
        tessellation3d_prune_log: (a: number) => [number, number];
        tessellation3d_prune_pos_log: (a: number) => [number, number];
        tessellation3d_random_generators: (a: number, b: number) => void;
        tessellation3d_read_generators: (a: number, b: number, c: number) => void;
        tessellation3d_relax: (a: number) => void;
        tessellation3d_seal_log: (a: number) => [number, number];
        tessellation3d_set_generator: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => void;
        tessellation3d_set_generators: (a: number, b: number, c: number) => void;
        wall2d_contains: (a: number, b: number, c: number) => number;
        wall2d_id: (a: number) => number;
        wall2d_new_annulus: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall2d_new_bezier: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
            h: number,
            i: number,
            j: number,
            k: number,
            l: number,
        ) => number;
        wall2d_new_catmull_rom: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
        ) => number;
        wall2d_new_circle: (a: number, b: number, c: number, d: number) => number;
        wall2d_new_line: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall2d_new_polygon: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall2d_new_regular_polygon: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall2d_newCustom: (a: any, b: number) => number;
        wall3d_contains: (a: number, b: number, c: number, d: number) => number;
        wall3d_id: (a: number) => number;
        wall3d_new_bezier: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
        ) => number;
        wall3d_new_catmull_rom: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
        ) => number;
        wall3d_new_cone: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
            h: number,
        ) => number;
        wall3d_new_convex_polyhedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_cylinder: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
            h: number,
        ) => number;
        wall3d_new_dodecahedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_hexahedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_icosahedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_octahedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_plane: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
        ) => number;
        wall3d_new_sphere: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_tetrahedron: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
        ) => number;
        wall3d_new_torus: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
            h: number,
            i: number,
        ) => number;
        wall3d_new_trefoil: (
            a: number,
            b: number,
            c: number,
            d: number,
            e: number,
            f: number,
            g: number,
        ) => number;
        wall3d_newCustom: (a: any, b: number) => number;
        wbg_rayon_poolbuilder_build: (a: number) => void;
        wbg_rayon_poolbuilder_numThreads: (a: number) => number;
        wbg_rayon_poolbuilder_receiver: (a: number) => number;
        wbg_rayon_start_worker: (a: number) => void;
    }
    Index

    Properties

    __externref_drop_slice __externref_table_alloc __wbg_boundingbox2d_free __wbg_boundingbox3d_free __wbg_cell2d_free __wbg_cell3d_free __wbg_get_boundingbox2d_max_x __wbg_get_boundingbox2d_max_y __wbg_get_boundingbox2d_min_x __wbg_get_boundingbox2d_min_y __wbg_get_boundingbox3d_max_x __wbg_get_boundingbox3d_max_y __wbg_get_boundingbox3d_max_z __wbg_get_boundingbox3d_min_x __wbg_get_boundingbox3d_min_y __wbg_get_boundingbox3d_min_z __wbg_set_boundingbox2d_max_x __wbg_set_boundingbox2d_max_y __wbg_set_boundingbox2d_min_x __wbg_set_boundingbox2d_min_y __wbg_set_boundingbox3d_max_x __wbg_set_boundingbox3d_max_y __wbg_set_boundingbox3d_max_z __wbg_set_boundingbox3d_min_x __wbg_set_boundingbox3d_min_y __wbg_set_boundingbox3d_min_z __wbg_tessellation2d_free __wbg_tessellation3d_free __wbg_wall2d_free __wbg_wall3d_free __wbg_wbg_rayon_poolbuilder_free __wbindgen_exn_store __wbindgen_externrefs __wbindgen_free __wbindgen_malloc __wbindgen_realloc __wbindgen_start __wbindgen_thread_destroy boundingbox2d_new boundingbox3d_new cell2d_area cell2d_centroid cell2d_edge_neighbors cell2d_id cell2d_vertices cell3d_centroid cell3d_face_area cell3d_face_counts cell3d_face_indices cell3d_face_neighbors cell3d_faces cell3d_id cell3d_vertices cell3d_volume init_threads initThreadPool memory tessellation2d_add_wall tessellation2d_calculate tessellation2d_calculate_sealed tessellation2d_cells tessellation2d_clear_walls tessellation2d_count_cells tessellation2d_count_generators tessellation2d_generators tessellation2d_get_cell tessellation2d_get_generator tessellation2d_new tessellation2d_prune_boundaries tessellation2d_prune_log tessellation2d_prune_pos_log tessellation2d_random_generators tessellation2d_read_generators tessellation2d_relax tessellation2d_seal_log tessellation2d_set_generator tessellation2d_set_generators tessellation3d_add_wall tessellation3d_calculate tessellation3d_calculate_sealed tessellation3d_cells tessellation3d_clear_walls tessellation3d_count_cells tessellation3d_count_generators tessellation3d_generators tessellation3d_get_cell tessellation3d_get_generator tessellation3d_new tessellation3d_prune_boundaries tessellation3d_prune_log tessellation3d_prune_pos_log tessellation3d_random_generators tessellation3d_read_generators tessellation3d_relax tessellation3d_seal_log tessellation3d_set_generator tessellation3d_set_generators wall2d_contains wall2d_id wall2d_new_annulus wall2d_new_bezier wall2d_new_catmull_rom wall2d_new_circle wall2d_new_line wall2d_new_polygon wall2d_new_regular_polygon wall2d_newCustom wall3d_contains wall3d_id wall3d_new_bezier wall3d_new_catmull_rom wall3d_new_cone wall3d_new_convex_polyhedron wall3d_new_cylinder wall3d_new_dodecahedron wall3d_new_hexahedron wall3d_new_icosahedron wall3d_new_octahedron wall3d_new_plane wall3d_new_sphere wall3d_new_tetrahedron wall3d_new_torus wall3d_new_trefoil wall3d_newCustom wbg_rayon_poolbuilder_build wbg_rayon_poolbuilder_numThreads wbg_rayon_poolbuilder_receiver wbg_rayon_start_worker

    Properties

    __externref_drop_slice: (a: number, b: number) => void
    __externref_table_alloc: () => number
    __wbg_boundingbox2d_free: (a: number, b: number) => void
    __wbg_boundingbox3d_free: (a: number, b: number) => void
    __wbg_cell2d_free: (a: number, b: number) => void
    __wbg_cell3d_free: (a: number, b: number) => void
    __wbg_get_boundingbox2d_max_x: (a: number) => number
    __wbg_get_boundingbox2d_max_y: (a: number) => number
    __wbg_get_boundingbox2d_min_x: (a: number) => number
    __wbg_get_boundingbox2d_min_y: (a: number) => number
    __wbg_get_boundingbox3d_max_x: (a: number) => number
    __wbg_get_boundingbox3d_max_y: (a: number) => number
    __wbg_get_boundingbox3d_max_z: (a: number) => number
    __wbg_get_boundingbox3d_min_x: (a: number) => number
    __wbg_get_boundingbox3d_min_y: (a: number) => number
    __wbg_get_boundingbox3d_min_z: (a: number) => number
    __wbg_set_boundingbox2d_max_x: (a: number, b: number) => void
    __wbg_set_boundingbox2d_max_y: (a: number, b: number) => void
    __wbg_set_boundingbox2d_min_x: (a: number, b: number) => void
    __wbg_set_boundingbox2d_min_y: (a: number, b: number) => void
    __wbg_set_boundingbox3d_max_x: (a: number, b: number) => void
    __wbg_set_boundingbox3d_max_y: (a: number, b: number) => void
    __wbg_set_boundingbox3d_max_z: (a: number, b: number) => void
    __wbg_set_boundingbox3d_min_x: (a: number, b: number) => void
    __wbg_set_boundingbox3d_min_y: (a: number, b: number) => void
    __wbg_set_boundingbox3d_min_z: (a: number, b: number) => void
    __wbg_tessellation2d_free: (a: number, b: number) => void
    __wbg_tessellation3d_free: (a: number, b: number) => void
    __wbg_wall2d_free: (a: number, b: number) => void
    __wbg_wall3d_free: (a: number, b: number) => void
    __wbg_wbg_rayon_poolbuilder_free: (a: number, b: number) => void
    __wbindgen_exn_store: (a: number) => void
    __wbindgen_externrefs: Table
    __wbindgen_free: (a: number, b: number, c: number) => void
    __wbindgen_malloc: (a: number, b: number) => number
    __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number
    __wbindgen_start: (a: number) => void
    __wbindgen_thread_destroy: (a?: number, b?: number, c?: number) => void
    boundingbox2d_new: (a: number, b: number, c: number, d: number) => number
    boundingbox3d_new: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
    ) => number
    cell2d_area: (a: number) => number
    cell2d_centroid: (a: number) => [number, number]
    cell2d_edge_neighbors: (a: number) => [number, number]
    cell2d_id: (a: number) => number
    cell2d_vertices: (a: number) => [number, number]
    cell3d_centroid: (a: number) => [number, number]
    cell3d_face_area: (a: number, b: number) => number
    cell3d_face_counts: (a: number) => [number, number]
    cell3d_face_indices: (a: number) => [number, number]
    cell3d_face_neighbors: (a: number) => [number, number]
    cell3d_faces: (a: number) => any
    cell3d_id: (a: number) => number
    cell3d_vertices: (a: number) => [number, number]
    cell3d_volume: (a: number) => number
    init_threads: (a: number) => any
    initThreadPool: (a: number) => any
    memory: Memory
    tessellation2d_add_wall: (a: number, b: number) => void
    tessellation2d_calculate: (a: number) => void
    tessellation2d_calculate_sealed: (a: number) => void
    tessellation2d_cells: (a: number) => [number, number]
    tessellation2d_clear_walls: (a: number) => void
    tessellation2d_count_cells: (a: number) => number
    tessellation2d_count_generators: (a: number) => number
    tessellation2d_generators: (a: number) => [number, number]
    tessellation2d_get_cell: (a: number, b: number) => number
    tessellation2d_get_generator: (a: number, b: number) => [number, number]
    tessellation2d_new: (a: number, b: number, c: number) => number
    tessellation2d_prune_boundaries: (a: number) => void
    tessellation2d_prune_log: (a: number) => [number, number]
    tessellation2d_prune_pos_log: (a: number) => [number, number]
    tessellation2d_random_generators: (a: number, b: number) => void
    tessellation2d_read_generators: (a: number, b: number, c: number) => void
    tessellation2d_relax: (a: number) => void
    tessellation2d_seal_log: (a: number) => [number, number]
    tessellation2d_set_generator: (
        a: number,
        b: number,
        c: number,
        d: number,
    ) => void
    tessellation2d_set_generators: (a: number, b: number, c: number) => void
    tessellation3d_add_wall: (a: number, b: number) => void
    tessellation3d_calculate: (a: number) => void
    tessellation3d_calculate_sealed: (a: number) => void
    tessellation3d_cells: (a: number) => [number, number]
    tessellation3d_clear_walls: (a: number) => void
    tessellation3d_count_cells: (a: number) => number
    tessellation3d_count_generators: (a: number) => number
    tessellation3d_generators: (a: number) => [number, number]
    tessellation3d_get_cell: (a: number, b: number) => number
    tessellation3d_get_generator: (a: number, b: number) => [number, number]
    tessellation3d_new: (a: number, b: number, c: number, d: number) => number
    tessellation3d_prune_boundaries: (a: number) => void
    tessellation3d_prune_log: (a: number) => [number, number]
    tessellation3d_prune_pos_log: (a: number) => [number, number]
    tessellation3d_random_generators: (a: number, b: number) => void
    tessellation3d_read_generators: (a: number, b: number, c: number) => void
    tessellation3d_relax: (a: number) => void
    tessellation3d_seal_log: (a: number) => [number, number]
    tessellation3d_set_generator: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => void
    tessellation3d_set_generators: (a: number, b: number, c: number) => void
    wall2d_contains: (a: number, b: number, c: number) => number
    wall2d_id: (a: number) => number
    wall2d_new_annulus: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall2d_new_bezier: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
        h: number,
        i: number,
        j: number,
        k: number,
        l: number,
    ) => number
    wall2d_new_catmull_rom: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
    ) => number
    wall2d_new_circle: (a: number, b: number, c: number, d: number) => number
    wall2d_new_line: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall2d_new_polygon: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall2d_new_regular_polygon: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall2d_newCustom: (a: any, b: number) => number
    wall3d_contains: (a: number, b: number, c: number, d: number) => number
    wall3d_id: (a: number) => number
    wall3d_new_bezier: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
    ) => number
    wall3d_new_catmull_rom: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
    ) => number
    wall3d_new_cone: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
        h: number,
    ) => number
    wall3d_new_convex_polyhedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_cylinder: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
        h: number,
    ) => number
    wall3d_new_dodecahedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_hexahedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_icosahedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_octahedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_plane: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
    ) => number
    wall3d_new_sphere: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_tetrahedron: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
    ) => number
    wall3d_new_torus: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
        h: number,
        i: number,
    ) => number
    wall3d_new_trefoil: (
        a: number,
        b: number,
        c: number,
        d: number,
        e: number,
        f: number,
        g: number,
    ) => number
    wall3d_newCustom: (a: any, b: number) => number
    wbg_rayon_poolbuilder_build: (a: number) => void
    wbg_rayon_poolbuilder_numThreads: (a: number) => number
    wbg_rayon_poolbuilder_receiver: (a: number) => number
    wbg_rayon_start_worker: (a: number) => void