From aba104feabd1fd80fb19fb57756a9574e7d0aed9 Mon Sep 17 00:00:00 2001 From: Tat Date: Fri, 8 May 2015 17:53:04 +0530 Subject: [PATCH] added jsdoc documentation for the functions --- gl-matrix/gl-matrix-tests.ts | 1 + gl-matrix/gl-matrix.d.ts | 1935 +++++++++++++++++++++++++++++++++- 2 files changed, 1901 insertions(+), 35 deletions(-) diff --git a/gl-matrix/gl-matrix-tests.ts b/gl-matrix/gl-matrix-tests.ts index 5557c4b791..4f4bbf43b5 100644 --- a/gl-matrix/gl-matrix-tests.ts +++ b/gl-matrix/gl-matrix-tests.ts @@ -49,6 +49,7 @@ out = vec2.cross(out, vecA, vecB); out = vec2.lerp(out, vecA, vecB, 0.5); out = vec2.random(out); out = vec2.random(out, 5.0); +out = vec2.transformMat2(out, vecA, matA); out = vec2.transformMat2d(out, vecA, matA); out = vec2.transformMat3(out, vecA, matA); out = vec2.transformMat4(out, vecA, matA); diff --git a/gl-matrix/gl-matrix.d.ts b/gl-matrix/gl-matrix.d.ts index b86a2dc59d..3d4fc37a94 100644 --- a/gl-matrix/gl-matrix.d.ts +++ b/gl-matrix/gl-matrix.d.ts @@ -14,6 +14,7 @@ declare module GLM { declare module glMatrix { /** * Convert Degree To Radian + * * @param a Angle in Degrees */ export function toRadian(a: number): number; @@ -21,256 +22,2120 @@ declare module glMatrix { // vec2 declare module vec2 { + /** + * Creates a new, empty vec2 + * + * @returns a new 2D vector + */ export function create(): GLM.IArray; + + /** + * Creates a new vec2 initialized with values from an existing vector + * + * @param a a vector to clone + * @returns a new 2D vector + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Creates a new vec2 initialized with the given values + * + * @param x X component + * @param y Y component + * @returns a new 2D vector + */ export function fromValues(x: number, y: number): GLM.IArray; + + /** + * Copy the values from one vec2 to another + * + * @param out the receiving vector + * @param a the source vector + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Set the components of a vec2 to the given values + * + * @param out the receiving vector + * @param x X component + * @param y Y component + * @returns out + */ export function set(out: GLM.IArray, x: number, y: number): GLM.IArray; + + /** + * Adds two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the minimum of two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the maximum of two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Scales a vec2 by a scalar number + * + * @param out the receiving vector + * @param a the vector to scale + * @param b amount to scale the vector by + * @returns out + */ export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray; + + /** + * Adds two vec2's after scaling the second operand by a scalar value + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param scale the amount to scale b by before adding + * @returns out + */ export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray; + + /** + * Calculates the euclidian distance between two vec2's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function distance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the euclidian distance between two vec2's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function dist(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec2's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec2's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function sqrDist(a: GLM.IArray, b: GLM.IArray): number; - export function length(a: GLM.IArray): number; + + /** + * Calculates the length of a vec2 + * + * @param a vector to calculate length of + * @returns length of a + */ + export function length(a: GLM.IArray): number; + + /** + * Calculates the length of a vec2 + * + * @param a vector to calculate length of + * @returns length of a + */ export function len(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec2 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function squaredLength(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec2 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function sqrLen(a: GLM.IArray): number; + + /** + * Negates the components of a vec2 + * + * @param out the receiving vector + * @param a vector to negate + * @returns out + */ export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Returns the inverse of the components of a vec2 + * + * @param out the receiving vector + * @param a vector to invert + * @returns out + */ export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Normalize a vec2 + * + * @param out the receiving vector + * @param a vector to normalize + * @returns out + */ export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the dot product of two vec2's + * + * @param a the first operand + * @param b the second operand + * @returns dot product of a and b + */ export function dot(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function cross(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Performs a linear interpolation between two vec2's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param t interpolation amount between the two inputs + * @returns out + */ export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray; + + /** + * Generates a random unit vector + * + * @param out the receiving vector + * @returns out + */ export function random(out: GLM.IArray): GLM.IArray; + + /** + * Generates a random vector with the given scale + * + * @param out the receiving vector + * @param scale Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns out + */ export function random(out: GLM.IArray, scale: number): GLM.IArray; + + /** + * Transforms the vec2 with a mat2 + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ + export function transformMat2(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec2 with a mat2d + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ export function transformMat2d(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ export function transformMat3(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ export function transformMat4(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; - export function forEach(out: GLM.IArray, string: number, offset: number, count: number, - callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray; - export function forEach(out: GLM.IArray, string: number, offset: number, count: number, - callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray; + + /** + * Perform some operation over an array of vec2s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec2s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @param arg additional argument to pass to fn + * @returns a + */ + export function forEach(a: GLM.IArray, stride: number, offset: number, count: number, + fn: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray; + + /** + * Perform some operation over an array of vec2s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec2s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @returns a + */ + export function forEach(a: GLM.IArray, stride: number, offset: number, count: number, + fn: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray; + + /** + * Returns a string representation of a vector + * + * @param vec vector to represent as a string + * @returns string representation of the vector + */ export function str(a: GLM.IArray): string; } // vec3 declare module vec3 { + + /** + * Creates a new, empty vec3 + * + * @returns a new 3D vector + */ export function create(): GLM.IArray; + + /** + * Creates a new vec3 initialized with values from an existing vector + * + * @param a vector to clone + * @returns a new 3D vector + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Creates a new vec3 initialized with the given values + * + * @param x X component + * @param y Y component + * @param z Z component + * @returns a new 3D vector + */ export function fromValues(x: number, y: number, z: number): GLM.IArray; - export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one vec3 to another + * + * @param out the receiving vector + * @param a the source vector + * @returns out + */ + export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Set the components of a vec3 to the given values + * + * @param out the receiving vector + * @param x X component + * @param y Y component + * @param z Z component + * @returns out + */ export function set(out: GLM.IArray, x: number, y: number, z: number): GLM.IArray; + + /** + * Adds two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; - export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ + export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray + + /** + * Multiplies two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; - export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ + export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the minimum of two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the maximum of two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Scales a vec3 by a scalar number + * + * @param out the receiving vector + * @param a the vector to scale + * @param b amount to scale the vector by + * @returns out + */ export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray; + + /** + * Adds two vec3's after scaling the second operand by a scalar value + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param scale the amount to scale b by before adding + * @returns out + */ export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray; + + /** + * Calculates the euclidian distance between two vec3's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function distance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the euclidian distance between two vec3's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function dist(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec3's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec3's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function sqrDist(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the length of a vec3 + * + * @param a vector to calculate length of + * @returns length of a + */ export function length(a: GLM.IArray): number; + + /** + * Calculates the length of a vec3 + * + * @param a vector to calculate length of + * @returns length of a + */ export function len(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec3 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function squaredLength(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec3 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function sqrLen(a: GLM.IArray): number; + + /** + * Negates the components of a vec3 + * + * @param out the receiving vector + * @param a vector to negate + * @returns out + */ export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Returns the inverse of the components of a vec3 + * + * @param out the receiving vector + * @param a vector to invert + * @returns out + */ export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Normalize a vec3 + * + * @param out the receiving vector + * @param a vector to normalize + * @returns out + */ export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the dot product of two vec3's + * + * @param a the first operand + * @param b the second operand + * @returns dot product of a and b + */ export function dot(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Computes the cross product of two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function cross(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Performs a linear interpolation between two vec3's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param t interpolation amount between the two inputs + * @returns out + */ export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray; + + /** + * Generates a random unit vector + * + * @param out the receiving vector + * @returns out + */ export function random(out: GLM.IArray): GLM.IArray; + + /** + * Generates a random vector with the given scale + * + * @param out the receiving vector + * @param [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns out + */ export function random(out: GLM.IArray, scale: number): GLM.IArray; - export function rotateX(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray; - export function rotateY(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray; - export function rotateZ(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray; - export function transformMat3(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray; - export function transformMat4(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray; + + /** + * Rotate a 3D vector around the x-axis + * @param out The receiving vec3 + * @param a The vec3 point to rotate + * @param b The origin of the rotation + * @param c The angle of rotation + * @returns out + */ + export function rotateX(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, c: number): GLM.IArray; + + /** + * Rotate a 3D vector around the y-axis + * @param out The receiving vec3 + * @param a The vec3 point to rotate + * @param b The origin of the rotation + * @param c The angle of rotation + * @returns out + */ + export function rotateY(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, c: number): GLM.IArray; + + /** + * Rotate a 3D vector around the z-axis + * @param out The receiving vec3 + * @param a The vec3 point to rotate + * @param b The origin of the rotation + * @param c The angle of rotation + * @returns out + */ + export function rotateZ(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, c: number): GLM.IArray; + + /** + * Transforms the vec3 with a mat3. + * + * @param out the receiving vector + * @param a the vector to transform + * @param m the 3x3 matrix to transform with + * @returns out + */ + export function transformMat3(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ + export function transformMat4(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec3 with a quat + * + * @param out the receiving vector + * @param a the vector to transform + * @param q quaternion to transform with + * @returns out + */ + export function transformQuat(out: GLM.IArray, a: GLM.IArray, q: GLM.IArray): GLM.IArray; + + + /** + * Perform some operation over an array of vec3s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec3s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @param arg additional argument to pass to fn + * @returns a + * @function + */ export function forEach(out: GLM.IArray, string: number, offset: number, count: number, - callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray; + fn: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray; + + /** + * Perform some operation over an array of vec3s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec3s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @returns a + * @function + */ export function forEach(out: GLM.IArray, string: number, offset: number, count: number, - callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray; - export function angle(a: GLM.IArray, b: GLM.IArray): number; + fn: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray; + + /** + * Get the angle between two 3D vectors + * @param a The first operand + * @param b The second operand + * @returns The angle in radians + */ + export function angle(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Returns a string representation of a vector + * + * @param vec vector to represent as a string + * @returns string representation of the vector + */ export function str(a: GLM.IArray): string; } // vec4 declare module vec4 { + + /** + * Creates a new, empty vec4 + * + * @returns a new 4D vector + */ export function create(): GLM.IArray; + + /** + * Creates a new vec4 initialized with values from an existing vector + * + * @param a vector to clone + * @returns a new 4D vector + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Creates a new vec4 initialized with the given values + * + * @param x X component + * @param y Y component + * @param z Z component + * @param w W component + * @returns a new 4D vector + */ export function fromValues(x: number, y: number, z: number, w: number): GLM.IArray; + + /** + * Copy the values from one vec4 to another + * + * @param out the receiving vector + * @param a the source vector + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Set the components of a vec4 to the given values + * + * @param out the receiving vector + * @param x X component + * @param y Y component + * @param z Z component + * @param w W component + * @returns out + */ export function set(out: GLM.IArray, x: number, y: number, z: number, w: number): GLM.IArray; + + /** + * Adds two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Subtracts vector b from vector a + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Divides two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the minimum of two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Returns the maximum of two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @returns out + */ export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Scales a vec4 by a scalar number + * + * @param out the receiving vector + * @param a the vector to scale + * @param b amount to scale the vector by + * @returns out + */ export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray; + + /** + * Adds two vec4's after scaling the second operand by a scalar value + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param scale the amount to scale b by before adding + * @returns out + */ export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray; + + /** + * Calculates the euclidian distance between two vec4's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function distance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the euclidian distance between two vec4's + * + * @param a the first operand + * @param b the second operand + * @returns distance between a and b + */ export function dist(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec4's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the squared euclidian distance between two vec4's + * + * @param a the first operand + * @param b the second operand + * @returns squared distance between a and b + */ export function sqrDist(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the length of a vec4 + * + * @param a vector to calculate length of + * @returns length of a + */ export function length(a: GLM.IArray): number; + + /** + * Calculates the length of a vec4 + * + * @param a vector to calculate length of + * @returns length of a + */ export function len(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec4 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function squaredLength(a: GLM.IArray): number; + + /** + * Calculates the squared length of a vec4 + * + * @param a vector to calculate squared length of + * @returns squared length of a + */ export function sqrLen(a: GLM.IArray): number; + + /** + * Negates the components of a vec4 + * + * @param out the receiving vector + * @param a vector to negate + * @returns out + */ export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Returns the inverse of the components of a vec4 + * + * @param out the receiving vector + * @param a vector to invert + * @returns out + */ export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Normalize a vec4 + * + * @param out the receiving vector + * @param a vector to normalize + * @returns out + */ export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray; - export function dot(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Calculates the dot product of two vec4's + * + * @param a the first operand + * @param b the second operand + * @returns dot product of a and b + */ + export function dot(a: GLM.IArray, b: GLM.IArray): number; + + /** + * Performs a linear interpolation between two vec4's + * + * @param out the receiving vector + * @param a the first operand + * @param b the second operand + * @param t interpolation amount between the two inputs + * @returns out + */ export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray; + + /** + * Generates a random unit vector + * + * @param out the receiving vector + * @returns out + */ export function random(out: GLM.IArray): GLM.IArray; + + /** + * Generates a random vector with the given scale + * + * @param out the receiving vector + * @param Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns out + */ export function random(out: GLM.IArray, scale: number): GLM.IArray; + + /** + * Transforms the vec4 with a mat4. + * + * @param out the receiving vector + * @param a the vector to transform + * @param m matrix to transform with + * @returns out + */ export function transformMat4(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray; + + /** + * Transforms the vec4 with a quat + * + * @param out the receiving vector + * @param a the vector to transform + * @param q quaternion to transform with + * @returns out + */ export function transformQuat(out: GLM.IArray, a: GLM.IArray, quat: GLM.IArray): GLM.IArray; + + /** + * Perform some operation over an array of vec4s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec4s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @param additional argument to pass to fn + * @returns a + * @function + */ export function forEach(out: GLM.IArray, string: number, offset: number, count: number, callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray; + + /** + * Perform some operation over an array of vec4s. + * + * @param a the array of vectors to iterate over + * @param stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param offset Number of elements to skip at the beginning of the array + * @param count Number of vec4s to iterate over. If 0 iterates over entire array + * @param fn Function to call for each vector in the array + * @returns a + * @function + */ export function forEach(out: GLM.IArray, string: number, offset: number, count: number, callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray; + + /** + * Returns a string representation of a vector + * + * @param vec vector to represent as a string + * @returns string representation of the vector + */ export function str(a: GLM.IArray): string; } // mat2 declare module mat2 { + + /** + * Creates a new identity mat2 + * + * @returns a new 2x2 matrix + */ export function create(): GLM.IArray; + + /** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param a matrix to clone + * @returns a new 2x2 matrix + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one mat2 to another + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; - export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Set a mat2 to the identity matrix + * + * @param out the receiving matrix + * @returns out + */ + export function identity(out: GLM.IArray): GLM.IArray; + + /** + * Transpose the values of a mat2 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Inverts a mat2 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the adjugate of a mat2 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the determinant of a mat2 + * + * @param a the source matrix + * @returns determinant of a + */ export function determinant(a: GLM.IArray): number; + + /** + * Multiplies two mat2's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two mat2's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Rotates a mat2 by the given angle + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param v the vec2 to scale the matrix by + * @returns out + **/ export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Returns a string representation of a mat2 + * + * @param a matrix to represent as a string + * @returns string representation of the matrix + */ export function str(a: GLM.IArray): string; + + /** + * Returns Frobenius norm of a mat2 + * + * @param a the matrix to calculate Frobenius norm of + * @returns Frobenius norm + */ export function frob(a: GLM.IArray): number; + + /** + * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix + * @param L the lower triangular matrix + * @param D the diagonal matrix + * @param U the upper triangular matrix + * @param a the input matrix to factorize + */ export function LDU(L: GLM.IArray, D: GLM.IArray, U: GLM.IArray, a: GLM.IArray): GLM.IArray; } // mat2d declare module mat2d { + + /** + * Creates a new identity mat2d + * + * @returns a new 2x3 matrix + */ export function create(): GLM.IArray; + + /** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param a matrix to clone + * @returns a new 2x3 matrix + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one mat2d to another + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; - export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Set a mat2d to the identity matrix + * + * @param out the receiving matrix + * @returns out + */ + export function identity(out: GLM.IArray): GLM.IArray; + + /** + * Inverts a mat2d + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the determinant of a mat2d + * + * @param a the source matrix + * @returns determinant of a + */ export function determinant(a: GLM.IArray): number; + + /** + * Multiplies two mat2d's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two mat2d's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Rotates a mat2d by the given angle + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param out the receiving matrix + * @param a the matrix to translate + * @param v the vec2 to scale the matrix by + * @returns out + **/ export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param out the receiving matrix + * @param a the matrix to translate + * @param v the vec2 to translate the matrix by + * @returns out + **/ export function translate(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Returns a string representation of a mat2d + * + * @param a matrix to represent as a string + * @returns string representation of the matrix + */ export function str(a: GLM.IArray): string; + + /** + * Returns Frobenius norm of a mat2d + * + * @param a the matrix to calculate Frobenius norm of + * @returns Frobenius norm + */ export function frob(a: GLM.IArray): number; } // mat3 declare module mat3 { + + /** + * Creates a new identity mat3 + * + * @returns a new 3x3 matrix + */ export function create(): GLM.IArray; + + /** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param a matrix to clone + * @returns a new 3x3 matrix + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one mat3 to another + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; - export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Set a mat3 to the identity matrix + * + * @param out the receiving matrix + * @returns out + */ + export function identity(out: GLM.IArray): GLM.IArray; + + /** + * Transpose the values of a mat3 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Inverts a mat3 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the adjugate of a mat3 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the determinant of a mat3 + * + * @param a the source matrix + * @returns determinant of a + */ export function determinant(a: GLM.IArray): number; + + /** + * Multiplies two mat3's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two mat3's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; - export function str(a: GLM.IArray): string; + + /** + * Returns a string representation of a mat3 + * + * @param mat matrix to represent as a string + * @returns string representation of the matrix + */ + export function str(mat: GLM.IArray): string; + + /** + * Returns Frobenius norm of a mat3 + * + * @param a the matrix to calculate Frobenius norm of + * @returns Frobenius norm + */ export function frob(a: GLM.IArray): number; + + /** + * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix + * + * @param out mat3 receiving operation result + * @param a Mat4 to derive the normal matrix from + * + * @returns out + */ export function normalFromMat4(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates a 3x3 matrix from the given quaternion + * + * @param out mat3 receiving operation result + * @param q Quaternion to create matrix from + * + * @returns out + */ export function fromQuat(out: GLM.IArray, q: GLM.IArray): GLM.IArray; - export function fromMat4(out: GLM.IArray, q: GLM.IArray): GLM.IArray; + + /** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param out the receiving 3x3 matrix + * @param a the source 4x4 matrix + * @returns out + */ + export function fromMat4(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param v the vec2 to scale the matrix by + * @returns out + **/ export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; - export function fromMat2d(out: GLM.IArray, q: GLM.IArray): GLM.IArray; + + /** + * Copies the values from a mat2d into a mat3 + * + * @param out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns out + **/ + export function fromMat2d(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Translate a mat3 by the given vector + * + * @param out the receiving matrix + * @param a the matrix to translate + * @param v vector to translate by + * @returns out + */ + export function translate(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Rotates a mat3 by the given angle + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ + export function translate(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; } // mat4 declare module mat4 { + + /** + * Creates a new identity mat4 + * + * @returns a new 4x4 matrix + */ export function create(): GLM.IArray; + + /** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param a matrix to clone + * @returns a new 4x4 matrix + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one mat4 to another + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; - export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Set a mat4 to the identity matrix + * + * @param out the receiving matrix + * @returns out + */ + export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Transpose the values of a mat4 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Inverts a mat4 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the adjugate of a mat4 + * + * @param out the receiving matrix + * @param a the source matrix + * @returns out + */ export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the determinant of a mat4 + * + * @param a the source matrix + * @returns determinant of a + */ export function determinant(a: GLM.IArray): number; + + /** + * Multiplies two mat4's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two mat4's + * + * @param out the receiving matrix + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Translate a mat4 by the given vector + * + * @param out the receiving matrix + * @param a the matrix to translate + * @param v vector to translate by + * @returns out + */ export function translate(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param out the receiving matrix + * @param a the matrix to scale + * @param v the vec3 to scale the matrix by + * @returns out + **/ export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray; + + /** + * Rotates a mat4 by the given angle + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @param axis the axis to rotate around + * @returns out + */ export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number, axis: GLM.IArray): GLM.IArray; + + /** + * Rotates a matrix by the given angle around the X axis + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ export function rotateX(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Rotates a matrix by the given angle around the Y axis + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ export function rotateY(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Rotates a matrix by the given angle around the Z axis + * + * @param out the receiving matrix + * @param a the matrix to rotate + * @param rad the angle to rotate the matrix by + * @returns out + */ export function rotateZ(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Generates a frustum matrix with the given bounds + * + * @param out mat4 frustum matrix will be written into + * @param left Left bound of the frustum + * @param right Right bound of the frustum + * @param bottom Bottom bound of the frustum + * @param top Top bound of the frustum + * @param near Near bound of the frustum + * @param far Far bound of the frustum + * @returns out + */ export function frustum(out: GLM.IArray, left: number, right: number, bottom: number, top: number, near: number, far: number): GLM.IArray; - export function perspective(out: GLM.IArray, fov: number, aspect: number, + + /** + * Generates a perspective projection matrix with the given bounds + * + * @param out mat4 frustum matrix will be written into + * @param fovy Vertical field of view in radians + * @param aspect Aspect ratio. typically viewport width/height + * @param near Near bound of the frustum + * @param far Far bound of the frustum + * @returns out + */ + export function perspective(out: GLM.IArray, fovy: number, aspect: number, near: number, far: number): GLM.IArray; + + /** + * Generates a orthogonal projection matrix with the given bounds + * + * @param out mat4 frustum matrix will be written into + * @param left Left bound of the frustum + * @param right Right bound of the frustum + * @param bottom Bottom bound of the frustum + * @param top Top bound of the frustum + * @param near Near bound of the frustum + * @param far Far bound of the frustum + * @returns out + */ export function ortho(out: GLM.IArray, left: number, right: number, bottom: number, top: number, near: number, far: number): GLM.IArray; + + /** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param out mat4 frustum matrix will be written into + * @param eye Position of the viewer + * @param center Point the viewer is looking at + * @param up vec3 pointing up + * @returns out + */ export function lookAt(out: GLM.IArray, eye: GLM.IArray, center: GLM.IArray, up: GLM.IArray): GLM.IArray; - export function str(a: GLM.IArray): string; + + /** + * Returns a string representation of a mat4 + * + * @param mat matrix to represent as a string + * @returns string representation of the matrix + */ + export function str(mat: GLM.IArray): string; + + /** + * Returns Frobenius norm of a mat4 + * + * @param a the matrix to calculate Frobenius norm of + * @returns Frobenius norm + */ export function frob(a: GLM.IArray): number; - export function fromRotationTranslation(out: GLM.IArray, quat: GLM.IArray, - vec: GLM.IArray): GLM.IArray; - export function fromQuat(out: GLM.IArray, quat: GLM.IArray): GLM.IArray; + + /** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param out mat4 receiving operation result + * @param q Rotation quaternion + * @param v Translation vector + * @returns out + */ + export function fromRotationTranslation(out: GLM.IArray, q: GLM.IArray, + v: GLM.IArray): GLM.IArray; + + /** + * Creates a matrix from a quaternion + * + * @param out mat4 receiving operation result + * @param q Rotation quaternion + * @returns out + */ + export function fromQuat(out: GLM.IArray, q: GLM.IArray): GLM.IArray; } // quat declare module quat { + + /** + * Creates a new identity quat + * + * @returns a new quaternion + */ export function create(): GLM.IArray; + + /** + * Creates a new quat initialized with values from an existing quaternion + * + * @param a quaternion to clone + * @returns a new quaternion + * @function + */ export function clone(a: GLM.IArray): GLM.IArray; + + /** + * Creates a new quat initialized with the given values + * + * @param x X component + * @param y Y component + * @param z Z component + * @param w W component + * @returns a new quaternion + * @function + */ export function fromValues(x: number, y: number, z: number, w: number): GLM.IArray; - export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Copy the values from one quat to another + * + * @param out the receiving quaternion + * @param a the source quaternion + * @returns out + * @function + */ + export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Set the components of a quat to the given values + * + * @param out the receiving quaternion + * @param x X component + * @param y Y component + * @param z Z component + * @param w W component + * @returns out + * @function + */ export function set(out: GLM.IArray, x: number, y: number, z: number, w: number): GLM.IArray; - export function identity(a: GLM.IArray): GLM.IArray; + + /** + * Set a quat to the identity quaternion + * + * @param out the receiving quaternion + * @returns out + */ + export function identity(out: GLM.IArray): GLM.IArray; + + /** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param out the receiving quaternion + * @param axis the axis around which to rotate + * @param rad the angle in radians + * @returns out + **/ export function setAxisAngle(out: GLM.IArray, axis: GLM.IArray, rad: number): GLM.IArray; + + /** + * Adds two quat's + * + * @param out the receiving quaternion + * @param a the first operand + * @param b the second operand + * @returns out + * @function + */ export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two quat's + * + * @param out the receiving quaternion + * @param a the first operand + * @param b the second operand + * @returns out + */ export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Multiplies two quat's + * + * @param out the receiving quaternion + * @param a the first operand + * @param b the second operand + * @returns out + */ export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Scales a quat by a scalar number + * + * @param out the receiving vector + * @param a the vector to scale + * @param b amount to scale the vector by + * @returns out + * @function + */ export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray; - export function length(a: GLM.IArray): number; - export function len(a: GLM.IArray): number; + + /** + * Calculates the length of a quat + * + * @param a vector to calculate length of + * @returns length of a + * @function + */ + export function length(a: GLM.IArray): number; + + /** + * Calculates the length of a quat + * + * @param a vector to calculate length of + * @returns length of a + * @function + */ + export function len(a: GLM.IArray): number; + + /** + * Calculates the squared length of a quat + * + * @param a vector to calculate squared length of + * @returns squared length of a + * @function + */ export function squaredLength(a: GLM.IArray): number; - export function sqrLen(a: GLM.IArray): number; + + /** + * Calculates the squared length of a quat + * + * @param a vector to calculate squared length of + * @returns squared length of a + * @function + */ + export function sqrLen(a: GLM.IArray): number; + + /** + * Normalize a quat + * + * @param out the receiving quaternion + * @param a quaternion to normalize + * @returns out + * @function + */ export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the dot product of two quat's + * + * @param a the first operand + * @param b the second operand + * @returns dot product of a and b + * @function + */ + export function dot(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Performs a linear interpolation between two quat's + * + * @param out the receiving quaternion + * @param a the first operand + * @param b the second operand + * @param t interpolation amount between the two inputs + * @returns out + * @function + */ export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray; + + /** + * Performs a spherical linear interpolation between two quat + * + * @param out the receiving quaternion + * @param a the first operand + * @param b the second operand + * @param t interpolation amount between the two inputs + * @returns out + */ export function slerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray; + + /** + * Calculates the inverse of a quat + * + * @param out the receiving quaternion + * @param a quat to calculate inverse of + * @returns out + */ export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param out the receiving quaternion + * @param a quat to calculate conjugate of + * @returns out + */ export function conjugate(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Returns a string representation of a quatenion + * + * @param vec vector to represent as a string + * @returns string representation of the vector + */ export function str(a: GLM.IArray): string; + + /** + * Rotates a quaternion by the given angle about the X axis + * + * @param out quat receiving operation result + * @param a quat to rotate + * @param rad angle (in radians) to rotate + * @returns out + */ export function rotateX(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Rotates a quaternion by the given angle about the Y axis + * + * @param out quat receiving operation result + * @param a quat to rotate + * @param rad angle (in radians) to rotate + * @returns out + */ export function rotateY(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; + + /** + * Rotates a quaternion by the given angle about the Z axis + * + * @param out quat receiving operation result + * @param a quat to rotate + * @param rad angle (in radians) to rotate + * @returns out + */ export function rotateZ(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray; - export function fromMat3(out: GLM.IArray, a: GLM.IArray): GLM.IArray; + + /** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * NOTE: The resultant quaternion is not normalized, so you should be sure + * to renormalize the quaternion yourself where necessary. + * + * @param out the receiving quaternion + * @param m rotation matrix + * @returns out + * @function + */ + export function fromMat3(out: GLM.IArray, m: GLM.IArray): GLM.IArray; + + /** + * Sets the specified quaternion with values corresponding to the given + * axes. Each axis is a vec3 and is expected to be unit length and + * perpendicular to all other specified axes. + * + * @param view the vector representing the viewing direction + * @param right the vector representing the local "right" direction + * @param up the vector representing the local "up" direction + * @returns out + */ export function setAxes(out: GLM.IArray, view: GLM.IArray, right: GLM.IArray, up: GLM.IArray): GLM.IArray; + + /** + * Sets a quaternion to represent the shortest rotation from one + * vector to another. + * + * Both vectors are assumed to be unit length. + * + * @param out the receiving quaternion. + * @param a the initial vector + * @param b the destination vector + * @returns out + */ export function rotationTo(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray; + + /** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param out the receiving quaternion + * @param a quat to calculate W component of + * @returns out + */ export function calculateW(out: GLM.IArray, a: GLM.IArray): GLM.IArray; } \ No newline at end of file