Corrected return values, added file exports

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Adam A. Zerella 2019-03-01 15:51:00 +11:00
parent 63cf109404
commit 0d3925a8b3
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GPG Key ID: 69912DBD32172144
28 changed files with 256 additions and 7 deletions

6
types/gl-vec4/add.d.ts vendored Normal file
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@ -0,0 +1,6 @@
/**
* Adds two vec4's.
*/
declare function add(out: number[], a: number[], b: number[]): number[];
export default add;

6
types/gl-vec4/clone.d.ts vendored Normal file
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/**
* Creates a new vec4 initialized with values from an existing vector.
*/
declare function clone(a: number[]): number[];
export default clone;

6
types/gl-vec4/copy.d.ts vendored Normal file
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@ -0,0 +1,6 @@
/**
* Copy the values from one vec4 to another.
*/
declare function copy(out: number[], a: number[]): number[];
export default copy;

6
types/gl-vec4/create.d.ts vendored Normal file
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@ -0,0 +1,6 @@
/**
* Creates a new, empty vec4.
*/
declare function create(): number[];
export default create;

6
types/gl-vec4/distance.d.ts vendored Normal file
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@ -0,0 +1,6 @@
/**
* Calculates the euclidian distance between two vec4's.
*/
declare function distance(a: number[], b: number[]): number;
export default distance;

6
types/gl-vec4/divide.d.ts vendored Normal file
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/**
* Divides two vec4's.
*/
declare function divide(out: number[], a: number[], b: number[]): number[];
export default divide;

6
types/gl-vec4/dot.d.ts vendored Normal file
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/**
* Calculates the dot product of two vec4's.
*/
declare function dot(a: number[], b: number[]): number;
export default dot;

6
types/gl-vec4/fromValues.d.ts vendored Normal file
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@ -0,0 +1,6 @@
/**
* Creates a new vec4 initialized with the given values.
*/
declare function fromValues(x: number, y: number, z: number, w: number): number[];
export default fromValues;

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@ -1,27 +1,102 @@
import * as glVec from "gl-vec4";
import glVecAdd from "gl-vec4/add";
import glVecClone from "gl-vec4/clone";
import glVecCopy from "gl-vec4/copy";
import glVecCreate from "gl-vec4/create";
import glVecDistance from "gl-vec4/distance";
import glVecDivide from "gl-vec4/divide";
import glVecDot from "gl-vec4/dot";
import glVecFromValues from "gl-vec4/fromValues";
import glVecInverse from "gl-vec4/inverse";
import glVecLength from "gl-vec4/length";
import glVecLerp from "gl-vec4/lerp";
import glVecMax from "gl-vec4/max";
import glVecMin from "gl-vec4/min";
import glVecMultiply from "gl-vec4/multiply";
import glVecNegate from "gl-vec4/negate";
import glVecNormalize from "gl-vec4/normalize";
import glVecRandom from "gl-vec4/random";
import glVecScale from "gl-vec4/scale";
import glVecScaleAndAdd from "gl-vec4/scaleAndAdd";
import glVecSet from "gl-vec4/set";
import glVecSqrdDistance from "gl-vec4/squaredDistance";
import glVecSqrdLength from "gl-vec4/squaredLength";
import glVecSubtract from "gl-vec4/subtract";
import glVecTransformMat4 from "gl-vec4/transformMat4";
import glVecTransformQuat from "gl-vec4/transformQuat";
glVec.add([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecAdd([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.clone([1, 2, 3]);
glVecClone([1, 2, 3]);
glVec.copy([1, 2, 3], [1, 2, 3]);
glVecCopy([1, 2, 3], [1, 2, 3]);
glVec.create();
glVecCreate();
glVec.distance([1, 2, 3], [1, 2, 3]);
glVecDistance([1, 2, 3], [1, 2, 3]);
glVec.divide([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecDivide([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.dot([1, 2, 3], [1, 2, 3]);
glVec.fromValues(6, 6, 6, 6);
glVecDot([1, 2, 3], [1, 2, 3]);
glVec.fromValues(1, 2, 4, 5);
glVecFromValues(1, 2, 4, 5);
glVec.inverse([1, 2, 3], [1, 2, 3]);
glVecInverse([1, 2, 3], [1, 2, 3]);
glVec.length([1, 2, 3]);
glVecLength([1, 2, 3]);
glVec.lerp([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
glVecLerp([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
glVec.max([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecMax([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.min([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecMin([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.multiply([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecMultiply([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.negate([1, 2, 3], [1, 2, 3]);
glVecNegate([1, 2, 3], [1, 2, 3]);
glVec.normalize([1, 2, 3], [1, 2, 3]);
glVecNormalize([1, 2, 3], [1, 2, 3]);
glVec.random([1, 2, 3], 6);
glVecRandom([1, 2, 3], 6);
glVec.scale([1, 2, 3], [1, 2, 3], 6);
glVecScale([1, 2, 3], [1, 2, 3], 6);
glVec.scaleAndAdd([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
glVecScaleAndAdd([1, 2, 3], [1, 2, 3], [1, 2, 3], 6);
glVec.set([1, 2, 3], [1, 2, 3], [1, 2, 3], 6, 6);
glVecSet([1, 2, 3], [1, 2, 3], [1, 2, 3], 6, 6);
glVec.squaredDistance([1, 2, 3], [1, 2, 3]);
glVecSqrdDistance([1, 2, 3], [1, 2, 3]);
glVec.squaredLength([1, 2, 3]);
glVecSqrdLength([1, 2, 3]);
glVec.subtract([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecSubtract([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.transformMat4([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecTransformMat4([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVec.transformQuat([1, 2, 3], [1, 2, 3], [1, 2, 3]);
glVecTransformQuat([1, 2, 3], [1, 2, 3], [1, 2, 3]);

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@ -2,7 +2,6 @@
// Project: https://github.com/stackgl/gl-vec4
// Definitions by: Adam Zerella <https://github.com/adamzerella>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
// TypeScript Version: 3.3
/**
* Adds two vec4's.
@ -27,7 +26,7 @@ export function create(): number[];
/**
* Calculates the euclidian distance between two vec4's.
*/
export function distance(a: number[], b: number[]): number[];
export function distance(a: number[], b: number[]): number;
/**
* Divides two vec4's.
@ -37,7 +36,7 @@ export function divide(out: number[], a: number[], b: number[]): number[];
/**
* Calculates the dot product of two vec4's.
*/
export function dot(a: number[], b: number[]): number[];
export function dot(a: number[], b: number[]): number;
/**
* Creates a new vec4 initialized with the given values.
@ -52,7 +51,7 @@ export function inverse(out: number[], a: number[]): number[];
/**
* Calculates the length of a vec4.
*/
export function length(a: number[]): number[];
export function length(a: number[]): number;
/**
* Performs a linear interpolation between two vec4's.
@ -107,12 +106,12 @@ export function set(out: number[], x: number[], y: number[], z: number, w: numbe
/**
* Calculates the squared euclidian distance between two vec4's.
*/
export function squaredDistance(a: number[], b: number[]): number[];
export function squaredDistance(a: number[], b: number[]): number;
/**
* Calculates the squared length of a vec4.
*/
export function squaredLength(a: number[]): number[];
export function squaredLength(a: number[]): number;
/**
* Subtracts vector b from vector a.

6
types/gl-vec4/inverse.d.ts vendored Normal file
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/**
* Returns the inverse of the components of a vec4.
*/
declare function inverse(out: number[], a: number[]): number[];
export default inverse;

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types/gl-vec4/length.d.ts vendored Normal file
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/**
* Calculates the length of a vec4.
*/
declare function length(a: number[]): number;
export default length;

6
types/gl-vec4/lerp.d.ts vendored Normal file
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/**
* Performs a linear interpolation between two vec4's.
*/
declare function lerp(out: number[], a: number[], b: number[], t: number): number[];
export default lerp;

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types/gl-vec4/max.d.ts vendored Normal file
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/**
* Returns the maximum of two vec4's.
*/
declare function max(out: number[], a: number[], b: number[]): number[];
export default max;

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types/gl-vec4/min.d.ts vendored Normal file
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/**
* Returns the minimum of two vec4's.
*/
declare function min(out: number[], a: number[], b: number[]): number[];
export default min;

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types/gl-vec4/multiply.d.ts vendored Normal file
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/**
* Multiplies two vec4's.
*/
declare function multiply(out: number[], a: number[], b: number[]): number[];
export default multiply;

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types/gl-vec4/negate.d.ts vendored Normal file
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/**
* Negates the components of a vec4.
*/
declare function negate(out: number[], a: number[]): number[];
export default negate;

6
types/gl-vec4/normalize.d.ts vendored Normal file
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/**
* Normalize a vec4.
*/
declare function normalize(out: number[], a: number[]): number[];
export default normalize;

6
types/gl-vec4/random.d.ts vendored Normal file
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/**
* Generates a random vector with the given scale.
*/
declare function random(out: number[], scale: number): number[];
export default random;

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types/gl-vec4/scale.d.ts vendored Normal file
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/**
* Scales a vec4 by a scalar number.
*/
declare function scale(out: number[], a: number[], b: number): number[];
export default scale;

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types/gl-vec4/scaleAndAdd.d.ts vendored Normal file
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/**
* Adds two vec4's after scaling the second operand by a scalar value.
*/
declare function scaleAndAdd(out: number[], a: number[], b: number[], scale: number): number[];
export default scaleAndAdd;

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types/gl-vec4/set.d.ts vendored Normal file
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/**
* Set the components of a vec4 to the given values.
*/
declare function set(out: number[], x: number[], y: number[], z: number, w: number): number[];
export default set;

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types/gl-vec4/squaredDistance.d.ts vendored Normal file
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/**
* Calculates the squared euclidian distance between two vec4's.
*/
declare function squaredDistance(a: number[], b: number[]): number;
export default squaredDistance;

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types/gl-vec4/squaredLength.d.ts vendored Normal file
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/**
* Calculates the squared length of a vec4.
*/
declare function squaredLength(a: number[]): number;
export default squaredLength;

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types/gl-vec4/subtract.d.ts vendored Normal file
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/**
* Subtracts vector b from vector a.
*/
declare function subtract(out: number[], a: number[], b: number[]): number[];
export default subtract;

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types/gl-vec4/transformMat4.d.ts vendored Normal file
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/**
* Transforms the vec4 with a mat4..
*/
declare function transformMat4(out: number[], a: number[], m: number[]): number[];
export default transformMat4;

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types/gl-vec4/transformQuat.d.ts vendored Normal file
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/**
* Transforms the vec4 with a quat.
*/
declare function transformQuat(out: number[], a: number[], q: number[]): number[];
export default transformQuat;

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@ -20,6 +20,31 @@
},
"files": [
"index.d.ts",
"add.d.ts",
"clone.d.ts",
"copy.d.ts",
"create.d.ts",
"distance.d.ts",
"divide.d.ts",
"dot.d.ts",
"fromValues.d.ts",
"inverse.d.ts",
"length.d.ts",
"lerp.d.ts",
"max.d.ts",
"min.d.ts",
"multiply.d.ts",
"negate.d.ts",
"normalize.d.ts",
"random.d.ts",
"scale.d.ts",
"scaleAndAdd.d.ts",
"set.d.ts",
"squaredDistance.d.ts",
"squaredLength.d.ts",
"subtract.d.ts",
"transformMat4.d.ts",
"transformQuat.d.ts",
"gl-vec4-tests.ts"
]
}