DefinitelyTyped/types/gl-matrix/index.d.ts
David (NoxWings) García Miguel a56cefca02 Fix documentation name
2019-01-18 23:32:59 +01:00

3195 lines
108 KiB
TypeScript

// Type definitions for gl-matrix 2.4
// Project: https://github.com/toji/gl-matrix
// Definitions by: Mattijs Kneppers <https://github.com/mattijskneppers>, based on definitions by Tat <https://github.com/tatchx>
// Nikolay Babanov <https://github.com/nbabanov>
// Austin Martin <https://github.com/auzmartist>
// Wayne Langman <https://github.com/surtr-isaz>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
declare module 'gl-matrix' {
// Global Utilities
export class glMatrix {
// Configuration constants
public static EPSILON: number;
public static ARRAY_TYPE: any;
public static RANDOM(): number;
public static ENABLE_SIMD: boolean;
// Compatibility detection
public static SIMD_AVAILABLE: boolean;
public static USE_SIMD: boolean;
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {any} type - Array type, such as Float32Array or Array
*/
public static setMatrixArrayType(type: any): void;
/**
* Convert Degree To Radian
*
* @param {number} a - Angle in Degrees
*/
public static toRadian(a: number): number;
/**
* Tests whether or not the arguments have approximately the same value, within an absolute
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
* than or equal to 1.0, and a relative tolerance is used for larger values)
*
* @param {number} a - The first number to test.
* @param {number} b - The second number to test.
* @returns {boolean} True if the numbers are approximately equal, false otherwise.
*/
public static equals(a: number, b: number): boolean;
}
// vec2
export class vec2 extends Float32Array {
private typeVec2: number;
/**
* Creates a new, empty vec2
*
* @returns a new 2D vector
*/
public static create(): vec2;
/**
* Creates a new vec2 initialized with values from an existing vector
*
* @param a a vector to clone
* @returns a new 2D vector
*/
public static clone(a: vec2 | number[]): vec2;
/**
* Creates a new vec2 initialized with the given values
*
* @param x X component
* @param y Y component
* @returns a new 2D vector
*/
public static fromValues(x: number, y: number): vec2;
/**
* Copy the values from one vec2 to another
*
* @param out the receiving vector
* @param a the source vector
* @returns out
*/
public static copy(out: vec2, a: vec2 | number[]): vec2;
/**
* 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
*/
public static set(out: vec2, x: number, y: number): vec2;
/**
* Adds two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static add(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static subtract(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static sub(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Multiplies two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Multiplies two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Divides two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static divide(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Divides two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static div(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Math.ceil the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to ceil
* @returns {vec2} out
*/
public static ceil(out: vec2, a: vec2 | number[]): vec2;
/**
* Math.floor the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to floor
* @returns {vec2} out
*/
public static floor (out: vec2, a: vec2 | number[]): vec2;
/**
* Returns the minimum of two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static min(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Returns the maximum of two vec2's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static max(out: vec2, a: vec2 | number[], b: vec2 | number[]): vec2;
/**
* Math.round the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to round
* @returns {vec2} out
*/
public static round(out: vec2, a: vec2 | number[]): vec2;
/**
* 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
*/
public static scale(out: vec2, a: vec2 | number[], b: number): vec2;
/**
* 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
*/
public static scaleAndAdd(out: vec2, a: vec2 | number[], b: vec2 | number[], scale: number): vec2;
/**
* Calculates the euclidian distance between two vec2's
*
* @param a the first operand
* @param b the second operand
* @returns distance between a and b
*/
public static distance(a: vec2 | number[], b: vec2 | number[]): 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
*/
public static dist(a: vec2 | number[], b: vec2 | number[]): 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
*/
public static squaredDistance(a: vec2 | number[], b: vec2 | number[]): 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
*/
public static sqrDist(a: vec2 | number[], b: vec2 | number[]): number;
/**
* Calculates the length of a vec2
*
* @param a vector to calculate length of
* @returns length of a
*/
public static length(a: vec2 | number[]): number;
/**
* Calculates the length of a vec2
*
* @param a vector to calculate length of
* @returns length of a
*/
public static len(a: vec2 | number[]): number;
/**
* Calculates the squared length of a vec2
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static squaredLength(a: vec2 | number[]): number;
/**
* Calculates the squared length of a vec2
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static sqrLen(a: vec2 | number[]): number;
/**
* Negates the components of a vec2
*
* @param out the receiving vector
* @param a vector to negate
* @returns out
*/
public static negate(out: vec2, a: vec2 | number[]): vec2;
/**
* Returns the inverse of the components of a vec2
*
* @param out the receiving vector
* @param a vector to invert
* @returns out
*/
public static inverse(out: vec2, a: vec2 | number[]): vec2;
/**
* Normalize a vec2
*
* @param out the receiving vector
* @param a vector to normalize
* @returns out
*/
public static normalize(out: vec2, a: vec2 | number[]): vec2;
/**
* 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
*/
public static dot(a: vec2 | number[], b: vec2 | number[]): 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
*/
public static cross(out: vec3, a: vec2 | number[], b: vec2 | number[]): vec3;
/**
* 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
*/
public static lerp(out: vec2, a: vec2 | number[], b: vec2 | number[], t: number): vec2;
/**
* Generates a random unit vector
*
* @param out the receiving vector
* @returns out
*/
public static random(out: vec2): vec2;
/**
* 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
*/
public static random(out: vec2, scale: number): vec2;
/**
* Rotate a 2D vector
*
* @param out The receiving vec2
* @param a The vec2 point to rotate
* @param b The origin of the rotation
* @param c The angle of rotation
* @returns out
*/
public static rotate(out: vec2, a: vec2, b: vec2, c: number): vec2;
/**
* 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
*/
public static transformMat2(out: vec2, a: vec2 | number[], m: mat2): vec2;
/**
* 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
*/
public static transformMat2d(out: vec2, a: vec2 | number[], m: mat2d): vec2;
/**
* 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
*/
public static transformMat3(out: vec2, a: vec2 | number[], m: mat3): vec2;
/**
* 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
*/
public static transformMat4(out: vec2, a: vec2 | number[], m: mat4): vec2;
/**
* 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
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec2 | number[], b: vec2 | number[], arg: any) => void, arg: any): Float32Array;
/**
* Get the angle between two 2D vectors
* @param a The first operand
* @param b The second operand
* @returns The angle in radians
*/
public static angle(a: vec2 | number[], b: vec2 | number[]): number;
/**
* 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
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec2 | number[], b: vec2 | number[]) => void): Float32Array;
/**
* Returns a string representation of a vector
*
* @param a vector to represent as a string
* @returns string representation of the vector
*/
public static str(a: vec2 | number[]): string;
/**
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
*
* @param {vec2} a The first vector.
* @param {vec2} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static exactEquals (a: vec2 | number[], b: vec2 | number[]): boolean;
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {vec2} a The first vector.
* @param {vec2} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static equals (a: vec2 | number[], b: vec2 | number[]): boolean;
}
// vec3
export class vec3 extends Float32Array {
private typeVec3: number;
/**
* Creates a new, empty vec3
*
* @returns a new 3D vector
*/
public static create(): vec3;
/**
* Creates a new vec3 initialized with values from an existing vector
*
* @param a vector to clone
* @returns a new 3D vector
*/
public static clone(a: vec3 | number[]): vec3;
/**
* 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
*/
public static fromValues(x: number, y: number, z: number): vec3;
/**
* Copy the values from one vec3 to another
*
* @param out the receiving vector
* @param a the source vector
* @returns out
*/
public static copy(out: vec3, a: vec3 | number[]): vec3;
/**
* 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
*/
public static set(out: vec3, x: number, y: number, z: number): vec3;
/**
* Adds two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static add(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static subtract(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static sub(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3
/**
* Multiplies two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Multiplies two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Divides two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static divide(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Divides two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static div(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Math.ceil the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to ceil
* @returns {vec3} out
*/
public static ceil (out: vec3, a: vec3 | number[]): vec3;
/**
* Math.floor the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to floor
* @returns {vec3} out
*/
public static floor (out: vec3, a: vec3 | number[]): vec3;
/**
* Returns the minimum of two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static min(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Returns the maximum of two vec3's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static max(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* Math.round the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to round
* @returns {vec3} out
*/
public static round (out: vec3, a: vec3 | number[]): vec3
/**
* 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
*/
public static scale(out: vec3, a: vec3 | number[], b: number): vec3;
/**
* 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
*/
public static scaleAndAdd(out: vec3, a: vec3 | number[], b: vec3 | number[], scale: number): vec3;
/**
* Calculates the euclidian distance between two vec3's
*
* @param a the first operand
* @param b the second operand
* @returns distance between a and b
*/
public static distance(a: vec3 | number[], b: vec3 | number[]): 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
*/
public static dist(a: vec3 | number[], b: vec3 | number[]): 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
*/
public static squaredDistance(a: vec3 | number[], b: vec3 | number[]): 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
*/
public static sqrDist(a: vec3 | number[], b: vec3 | number[]): number;
/**
* Calculates the length of a vec3
*
* @param a vector to calculate length of
* @returns length of a
*/
public static length(a: vec3 | number[]): number;
/**
* Calculates the length of a vec3
*
* @param a vector to calculate length of
* @returns length of a
*/
public static len(a: vec3 | number[]): number;
/**
* Calculates the squared length of a vec3
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static squaredLength(a: vec3 | number[]): number;
/**
* Calculates the squared length of a vec3
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static sqrLen(a: vec3 | number[]): number;
/**
* Negates the components of a vec3
*
* @param out the receiving vector
* @param a vector to negate
* @returns out
*/
public static negate(out: vec3, a: vec3 | number[]): vec3;
/**
* Returns the inverse of the components of a vec3
*
* @param out the receiving vector
* @param a vector to invert
* @returns out
*/
public static inverse(out: vec3, a: vec3 | number[]): vec3;
/**
* Normalize a vec3
*
* @param out the receiving vector
* @param a vector to normalize
* @returns out
*/
public static normalize(out: vec3, a: vec3 | number[]): vec3;
/**
* 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
*/
public static dot(a: vec3 | number[], b: vec3 | number[]): 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
*/
public static cross(out: vec3, a: vec3 | number[], b: vec3 | number[]): vec3;
/**
* 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
*/
public static lerp(out: vec3, a: vec3 | number[], b: vec3 | number[], t: number): vec3;
/**
* Performs a hermite interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {vec3} c the third operand
* @param {vec3} d the fourth operand
* @param {number} t interpolation amount between the two inputs
* @returns {vec3} out
*/
public static hermite (out: vec3, a: vec3 | number[], b: vec3 | number[], c: vec3 | number[], d: vec3 | number[], t: number): vec3;
/**
* Performs a bezier interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {vec3} c the third operand
* @param {vec3} d the fourth operand
* @param {number} t interpolation amount between the two inputs
* @returns {vec3} out
*/
public static bezier (out: vec3, a: vec3 | number[], b: vec3 | number[], c: vec3 | number[], d: vec3 | number[], t: number): vec3;
/**
* Generates a random unit vector
*
* @param out the receiving vector
* @returns out
*/
public static random(out: vec3): vec3;
/**
* Generates a random vector with the given scale
*
* @param out the receiving vector
* @param [scale] Length of the resulting vector. If omitted, a unit vector will be returned
* @returns out
*/
public static random(out: vec3, scale: number): vec3;
/**
* 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
*/
public static transformMat3(out: vec3, a: vec3 | number[], m: mat3): vec3;
/**
* 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
*/
public static transformMat4(out: vec3, a: vec3 | number[], m: mat4): vec3;
/**
* 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
*/
public static transformQuat(out: vec3, a: vec3 | number[], q: quat): vec3;
/**
* 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
*/
public static rotateX(out: vec3, a: vec3 | number[], b: vec3 | number[], c: number): vec3;
/**
* 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
*/
public static rotateY(out: vec3, a: vec3 | number[], b: vec3 | number[], c: number): vec3;
/**
* 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
*/
public static rotateZ(out: vec3, a: vec3 | number[], b: vec3 | number[], c: number): vec3;
/**
* 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
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec3 | number[], b: vec3 | number[], arg: any) => void, arg: any): Float32Array;
/**
* 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
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec3 | number[], b: vec3 | number[]) => void): Float32Array;
/**
* Get the angle between two 3D vectors
* @param a The first operand
* @param b The second operand
* @returns The angle in radians
*/
public static angle(a: vec3 | number[], b: vec3 | number[]): number;
/**
* Returns a string representation of a vector
*
* @param a vector to represent as a string
* @returns string representation of the vector
*/
public static str(a: vec3 | number[]): string;
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {vec3} a The first vector.
* @param {vec3} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static exactEquals (a: vec3 | number[], b: vec3 | number[]): boolean
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {vec3} a The first vector.
* @param {vec3} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static equals (a: vec3 | number[], b: vec3 | number[]): boolean
}
// vec4
export class vec4 extends Float32Array {
private typeVec3: number;
/**
* Creates a new, empty vec4
*
* @returns a new 4D vector
*/
public static create(): vec4;
/**
* Creates a new vec4 initialized with values from an existing vector
*
* @param a vector to clone
* @returns a new 4D vector
*/
public static clone(a: vec4 | number[]): vec4;
/**
* 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
*/
public static fromValues(x: number, y: number, z: number, w: number): vec4;
/**
* Copy the values from one vec4 to another
*
* @param out the receiving vector
* @param a the source vector
* @returns out
*/
public static copy(out: vec4, a: vec4 | number[]): vec4;
/**
* 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
*/
public static set(out: vec4, x: number, y: number, z: number, w: number): vec4;
/**
* Adds two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static add(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static subtract(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Subtracts vector b from vector a
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static sub(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Multiplies two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Multiplies two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Divides two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static divide(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Divides two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static div(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Math.ceil the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {vec4} a vector to ceil
* @returns {vec4} out
*/
public static ceil (out: vec4, a: vec4 | number[]): vec4;
/**
* Math.floor the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {vec4} a vector to floor
* @returns {vec4} out
*/
public static floor (out: vec4, a: vec4 | number[]): vec4;
/**
* Returns the minimum of two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static min(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Returns the maximum of two vec4's
*
* @param out the receiving vector
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static max(out: vec4, a: vec4 | number[], b: vec4 | number[]): vec4;
/**
* Math.round the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {vec4} a vector to round
* @returns {vec4} out
*/
public static round (out: vec4, a: vec4 | number[]): vec4;
/**
* 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
*/
public static scale(out: vec4, a: vec4 | number[], b: number): vec4;
/**
* 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
*/
public static scaleAndAdd(out: vec4, a: vec4 | number[], b: vec4 | number[], scale: number): vec4;
/**
* Calculates the euclidian distance between two vec4's
*
* @param a the first operand
* @param b the second operand
* @returns distance between a and b
*/
public static distance(a: vec4 | number[], b: vec4 | number[]): 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
*/
public static dist(a: vec4 | number[], b: vec4 | number[]): 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
*/
public static squaredDistance(a: vec4 | number[], b: vec4 | number[]): 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
*/
public static sqrDist(a: vec4 | number[], b: vec4 | number[]): number;
/**
* Calculates the length of a vec4
*
* @param a vector to calculate length of
* @returns length of a
*/
public static length(a: vec4 | number[]): number;
/**
* Calculates the length of a vec4
*
* @param a vector to calculate length of
* @returns length of a
*/
public static len(a: vec4 | number[]): number;
/**
* Calculates the squared length of a vec4
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static squaredLength(a: vec4 | number[]): number;
/**
* Calculates the squared length of a vec4
*
* @param a vector to calculate squared length of
* @returns squared length of a
*/
public static sqrLen(a: vec4 | number[]): number;
/**
* Negates the components of a vec4
*
* @param out the receiving vector
* @param a vector to negate
* @returns out
*/
public static negate(out: vec4, a: vec4 | number[]): vec4;
/**
* Returns the inverse of the components of a vec4
*
* @param out the receiving vector
* @param a vector to invert
* @returns out
*/
public static inverse(out: vec4, a: vec4 | number[]): vec4;
/**
* Normalize a vec4
*
* @param out the receiving vector
* @param a vector to normalize
* @returns out
*/
public static normalize(out: vec4, a: vec4 | number[]): vec4;
/**
* 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
*/
public static dot(a: vec4 | number[], b: vec4 | number[]): 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
*/
public static lerp(out: vec4, a: vec4 | number[], b: vec4 | number[], t: number): vec4;
/**
* Generates a random unit vector
*
* @param out the receiving vector
* @returns out
*/
public static random(out: vec4): vec4;
/**
* 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
*/
public static random(out: vec4, scale: number): vec4;
/**
* 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
*/
public static transformMat4(out: vec4, a: vec4 | number[], m: mat4): vec4;
/**
* 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
*/
public static transformQuat(out: vec4, a: vec4 | number[], q: quat): vec4;
/**
* 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 arg additional argument to pass to fn
* @returns a
* @function
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec4 | number[], b: vec4 | number[], arg: any) => void, arg: any): Float32Array;
/**
* 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
*/
public static forEach(a: Float32Array, stride: number, offset: number, count: number,
fn: (a: vec4 | number[], b: vec4 | number[]) => void): Float32Array;
/**
* Returns a string representation of a vector
*
* @param a vector to represent as a string
* @returns string representation of the vector
*/
public static str(a: vec4 | number[]): string;
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {vec4} a The first vector.
* @param {vec4} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static exactEquals (a: vec4 | number[], b: vec4 | number[]): boolean;
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {vec4} a The first vector.
* @param {vec4} b The second vector.
* @returns {boolean} True if the vectors are equal, false otherwise.
*/
public static equals (a: vec4 | number[], b: vec4 | number[]): boolean;
}
// mat2
export class mat2 extends Float32Array {
private typeMat2: number;
/**
* Creates a new identity mat2
*
* @returns a new 2x2 matrix
*/
public static create(): mat2;
/**
* Creates a new mat2 initialized with values from an existing matrix
*
* @param a matrix to clone
* @returns a new 2x2 matrix
*/
public static clone(a: mat2): mat2;
/**
* Copy the values from one mat2 to another
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static copy(out: mat2, a: mat2): mat2;
/**
* Set a mat2 to the identity matrix
*
* @param out the receiving matrix
* @returns out
*/
public static identity(out: mat2): mat2;
/**
* Create a new mat2 with the given values
*
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m10 Component in column 1, row 0 position (index 2)
* @param {number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out A new 2x2 matrix
*/
public static fromValues(m00: number, m01: number, m10: number, m11: number): mat2;
/**
* Set the components of a mat2 to the given values
*
* @param {mat2} out the receiving matrix
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m10 Component in column 1, row 0 position (index 2)
* @param {number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out
*/
public static set(out: mat2, m00: number, m01: number, m10: number, m11: number): mat2;
/**
* Transpose the values of a mat2
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static transpose(out: mat2, a: mat2): mat2;
/**
* Inverts a mat2
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static invert(out: mat2, a: mat2): mat2 | null;
/**
* Calculates the adjugate of a mat2
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static adjoint(out: mat2, a: mat2): mat2;
/**
* Calculates the determinant of a mat2
*
* @param a the source matrix
* @returns determinant of a
*/
public static determinant(a: mat2): number;
/**
* Multiplies two mat2's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: mat2, a: mat2, b: mat2): mat2;
/**
* Multiplies two mat2's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: mat2, a: mat2, b: mat2): mat2;
/**
* 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
*/
public static rotate(out: mat2, a: mat2, rad: number): mat2;
/**
* 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
**/
public static scale(out: mat2, a: mat2, v: vec2 | number[]): mat2;
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.rotate(dest, dest, rad);
*
* @param {mat2} out mat2 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat2} out
*/
public static fromRotation(out: mat2, rad: number): mat2;
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.scale(dest, dest, vec);
*
* @param {mat2} out mat2 receiving operation result
* @param {vec2} v Scaling vector
* @returns {mat2} out
*/
public static fromScaling(out: mat2, v: vec2 | number[]): mat2;
/**
* Returns a string representation of a mat2
*
* @param a matrix to represent as a string
* @returns string representation of the matrix
*/
public static str(a: mat2): string;
/**
* Returns Frobenius norm of a mat2
*
* @param a the matrix to calculate Frobenius norm of
* @returns Frobenius norm
*/
public static frob(a: mat2): 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
*/
public static LDU(L: mat2, D: mat2, U: mat2, a: mat2): mat2;
/**
* Adds two mat2's
*
* @param {mat2} out the receiving matrix
* @param {mat2} a the first operand
* @param {mat2} b the second operand
* @returns {mat2} out
*/
public static add(out: mat2, a: mat2, b: mat2): mat2;
/**
* Subtracts matrix b from matrix a
*
* @param {mat2} out the receiving matrix
* @param {mat2} a the first operand
* @param {mat2} b the second operand
* @returns {mat2} out
*/
public static subtract (out: mat2, a: mat2, b: mat2): mat2;
/**
* Subtracts matrix b from matrix a
*
* @param {mat2} out the receiving matrix
* @param {mat2} a the first operand
* @param {mat2} b the second operand
* @returns {mat2} out
*/
public static sub (out: mat2, a: mat2, b: mat2): mat2;
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {mat2} a The first matrix.
* @param {mat2} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static exactEquals (a: mat2, b: mat2): boolean;
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {mat2} a The first matrix.
* @param {mat2} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static equals (a: mat2, b: mat2): boolean;
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat2} out the receiving matrix
* @param {mat2} a the matrix to scale
* @param {number} b amount to scale the matrix's elements by
* @returns {mat2} out
*/
public static multiplyScalar (out: mat2, a: mat2, b: number): mat2
/**
* Adds two mat2's after multiplying each element of the second operand by a scalar value.
*
* @param {mat2} out the receiving vector
* @param {mat2} a the first operand
* @param {mat2} b the second operand
* @param {number} scale the amount to scale b's elements by before adding
* @returns {mat2} out
*/
public static multiplyScalarAndAdd (out: mat2, a: mat2, b: mat2, scale: number): mat2
}
// mat2d
export class mat2d extends Float32Array {
private typeMat2d: number;
/**
* Creates a new identity mat2d
*
* @returns a new 2x3 matrix
*/
public static create(): mat2d;
/**
* Creates a new mat2d initialized with values from an existing matrix
*
* @param a matrix to clone
* @returns a new 2x3 matrix
*/
public static clone(a: mat2d): mat2d;
/**
* Copy the values from one mat2d to another
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static copy(out: mat2d, a: mat2d): mat2d;
/**
* Set a mat2d to the identity matrix
*
* @param out the receiving matrix
* @returns out
*/
public static identity(out: mat2d): mat2d;
/**
* Create a new mat2d with the given values
*
* @param {number} a Component A (index 0)
* @param {number} b Component B (index 1)
* @param {number} c Component C (index 2)
* @param {number} d Component D (index 3)
* @param {number} tx Component TX (index 4)
* @param {number} ty Component TY (index 5)
* @returns {mat2d} A new mat2d
*/
public static fromValues (a: number, b: number, c: number, d: number, tx: number, ty: number): mat2d
/**
* Set the components of a mat2d to the given values
*
* @param {mat2d} out the receiving matrix
* @param {number} a Component A (index 0)
* @param {number} b Component B (index 1)
* @param {number} c Component C (index 2)
* @param {number} d Component D (index 3)
* @param {number} tx Component TX (index 4)
* @param {number} ty Component TY (index 5)
* @returns {mat2d} out
*/
public static set (out: mat2d, a: number, b: number, c: number, d: number, tx: number, ty: number): mat2d
/**
* Inverts a mat2d
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static invert(out: mat2d, a: mat2d): mat2d | null;
/**
* Calculates the determinant of a mat2d
*
* @param a the source matrix
* @returns determinant of a
*/
public static determinant(a: mat2d): number;
/**
* Multiplies two mat2d's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: mat2d, a: mat2d, b: mat2d): mat2d;
/**
* Multiplies two mat2d's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: mat2d, a: mat2d, b: mat2d): mat2d;
/**
* 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
*/
public static rotate(out: mat2d, a: mat2d, rad: number): mat2d;
/**
* 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
**/
public static scale(out: mat2d, a: mat2d, v: vec2 | number[]): mat2d;
/**
* 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
**/
public static translate(out: mat2d, a: mat2d, v: vec2 | number[]): mat2d;
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.rotate(dest, dest, rad);
*
* @param {mat2d} out mat2d receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat2d} out
*/
public static fromRotation (out: mat2d, rad: number): mat2d;
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.scale(dest, dest, vec);
*
* @param {mat2d} out mat2d receiving operation result
* @param {vec2} v Scaling vector
* @returns {mat2d} out
*/
public static fromScaling (out: mat2d, v: vec2 | number[]): mat2d;
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.translate(dest, dest, vec);
*
* @param {mat2d} out mat2d receiving operation result
* @param {vec2} v Translation vector
* @returns {mat2d} out
*/
public static fromTranslation (out: mat2d, v: vec2 | number[]): mat2d
/**
* Returns a string representation of a mat2d
*
* @param a matrix to represent as a string
* @returns string representation of the matrix
*/
public static str(a: mat2d): string;
/**
* Returns Frobenius norm of a mat2d
*
* @param a the matrix to calculate Frobenius norm of
* @returns Frobenius norm
*/
public static frob(a: mat2d): number;
/**
* Adds two mat2d's
*
* @param {mat2d} out the receiving matrix
* @param {mat2d} a the first operand
* @param {mat2d} b the second operand
* @returns {mat2d} out
*/
public static add (out: mat2d, a: mat2d, b: mat2d): mat2d
/**
* Subtracts matrix b from matrix a
*
* @param {mat2d} out the receiving matrix
* @param {mat2d} a the first operand
* @param {mat2d} b the second operand
* @returns {mat2d} out
*/
public static subtract(out: mat2d, a: mat2d, b: mat2d): mat2d
/**
* Subtracts matrix b from matrix a
*
* @param {mat2d} out the receiving matrix
* @param {mat2d} a the first operand
* @param {mat2d} b the second operand
* @returns {mat2d} out
*/
public static sub(out: mat2d, a: mat2d, b: mat2d): mat2d
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat2d} out the receiving matrix
* @param {mat2d} a the matrix to scale
* @param {number} b amount to scale the matrix's elements by
* @returns {mat2d} out
*/
public static multiplyScalar (out: mat2d, a: mat2d, b: number): mat2d;
/**
* Adds two mat2d's after multiplying each element of the second operand by a scalar value.
*
* @param {mat2d} out the receiving vector
* @param {mat2d} a the first operand
* @param {mat2d} b the second operand
* @param {number} scale the amount to scale b's elements by before adding
* @returns {mat2d} out
*/
public static multiplyScalarAndAdd (out: mat2d, a: mat2d, b: mat2d, scale: number): mat2d
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {mat2d} a The first matrix.
* @param {mat2d} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static exactEquals (a: mat2d, b: mat2d): boolean;
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {mat2d} a The first matrix.
* @param {mat2d} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static equals (a: mat2d, b: mat2d): boolean
}
// mat3
export class mat3 extends Float32Array {
private typeMat3: number;
/**
* Creates a new identity mat3
*
* @returns a new 3x3 matrix
*/
public static create(): mat3;
/**
* Copies the upper-left 3x3 values into the given mat3.
*
* @param {mat3} out the receiving 3x3 matrix
* @param {mat4} a the source 4x4 matrix
* @returns {mat3} out
*/
public static fromMat4(out: mat3, a: mat4): mat3
/**
* Creates a new mat3 initialized with values from an existing matrix
*
* @param a matrix to clone
* @returns a new 3x3 matrix
*/
public static clone(a: mat3): mat3;
/**
* Copy the values from one mat3 to another
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static copy(out: mat3, a: mat3): mat3;
/**
* Create a new mat3 with the given values
*
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m02 Component in column 0, row 2 position (index 2)
* @param {number} m10 Component in column 1, row 0 position (index 3)
* @param {number} m11 Component in column 1, row 1 position (index 4)
* @param {number} m12 Component in column 1, row 2 position (index 5)
* @param {number} m20 Component in column 2, row 0 position (index 6)
* @param {number} m21 Component in column 2, row 1 position (index 7)
* @param {number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} A new mat3
*/
public static fromValues(m00: number, m01: number, m02: number, m10: number, m11: number, m12: number, m20: number, m21: number, m22: number): mat3;
/**
* Set the components of a mat3 to the given values
*
* @param {mat3} out the receiving matrix
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m02 Component in column 0, row 2 position (index 2)
* @param {number} m10 Component in column 1, row 0 position (index 3)
* @param {number} m11 Component in column 1, row 1 position (index 4)
* @param {number} m12 Component in column 1, row 2 position (index 5)
* @param {number} m20 Component in column 2, row 0 position (index 6)
* @param {number} m21 Component in column 2, row 1 position (index 7)
* @param {number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} out
*/
public static set(out: mat3, m00: number, m01: number, m02: number, m10: number, m11: number, m12: number, m20: number, m21: number, m22: number): mat3
/**
* Set a mat3 to the identity matrix
*
* @param out the receiving matrix
* @returns out
*/
public static identity(out: mat3): mat3;
/**
* Transpose the values of a mat3
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static transpose(out: mat3, a: mat3): mat3;
/**
* Generates a 2D projection matrix with the given bounds
*
* @param out the receiving matrix
* @param width width of your gl context
* @param height height of gl context
* @returns out
*/
public static projection(out: mat3, width: number, height: number): mat3;
/**
* Inverts a mat3
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static invert(out: mat3, a: mat3): mat3 | null;
/**
* Calculates the adjugate of a mat3
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static adjoint(out: mat3, a: mat3): mat3;
/**
* Calculates the determinant of a mat3
*
* @param a the source matrix
* @returns determinant of a
*/
public static determinant(a: mat3): number;
/**
* Multiplies two mat3's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: mat3, a: mat3, b: mat3): mat3;
/**
* Multiplies two mat3's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: mat3, a: mat3, b: mat3): mat3;
/**
* 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
*/
public static translate(out: mat3, a: mat3, v: vec2 | number[]): mat3;
/**
* 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
*/
public static rotate(out: mat3, a: mat3, rad: number): mat3;
/**
* 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
**/
public static scale(out: mat3, a: mat3, v: vec2 | number[]): mat3;
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.translate(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {vec2} v Translation vector
* @returns {mat3} out
*/
public static fromTranslation(out: mat3, v: vec2 | number[]): mat3
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.rotate(dest, dest, rad);
*
* @param {mat3} out mat3 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
public static fromRotation(out: mat3, rad: number): mat3
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.scale(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {vec2} v Scaling vector
* @returns {mat3} out
*/
public static fromScaling(out: mat3, v: vec2 | number[]): mat3
/**
* Copies the values from a mat2d into a mat3
*
* @param out the receiving matrix
* @param {mat2d} a the matrix to copy
* @returns out
**/
public static fromMat2d(out: mat3, a: mat2d): mat3;
/**
* Calculates a 3x3 matrix from the given quaternion
*
* @param out mat3 receiving operation result
* @param q Quaternion to create matrix from
*
* @returns out
*/
public static fromQuat(out: mat3, q: quat): mat3;
/**
* 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
*/
public static normalFromMat4(out: mat3, a: mat4): mat3 | null;
/**
* Returns a string representation of a mat3
*
* @param mat matrix to represent as a string
* @returns string representation of the matrix
*/
public static str(mat: mat3): string;
/**
* Returns Frobenius norm of a mat3
*
* @param a the matrix to calculate Frobenius norm of
* @returns Frobenius norm
*/
public static frob(a: mat3): number;
/**
* Adds two mat3's
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
public static add(out: mat3, a: mat3, b: mat3): mat3
/**
* Subtracts matrix b from matrix a
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
public static subtract(out: mat3, a: mat3, b: mat3): mat3
/**
* Subtracts matrix b from matrix a
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
public static sub(out: mat3, a: mat3, b: mat3): mat3
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the matrix to scale
* @param {number} b amount to scale the matrix's elements by
* @returns {mat3} out
*/
public static multiplyScalar(out: mat3, a: mat3, b: number): mat3
/**
* Adds two mat3's after multiplying each element of the second operand by a scalar value.
*
* @param {mat3} out the receiving vector
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @param {number} scale the amount to scale b's elements by before adding
* @returns {mat3} out
*/
public static multiplyScalarAndAdd(out: mat3, a: mat3, b: mat3, scale: number): mat3
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {mat3} a The first matrix.
* @param {mat3} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static exactEquals(a: mat3, b: mat3): boolean;
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {mat3} a The first matrix.
* @param {mat3} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static equals(a: mat3, b: mat3): boolean
}
// mat4
export class mat4 extends Float32Array {
private typeMat4: number;
/**
* Creates a new identity mat4
*
* @returns a new 4x4 matrix
*/
public static create(): mat4;
/**
* Creates a new mat4 initialized with values from an existing matrix
*
* @param a matrix to clone
* @returns a new 4x4 matrix
*/
public static clone(a: mat4): mat4;
/**
* Copy the values from one mat4 to another
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static copy(out: mat4, a: mat4): mat4;
/**
* Create a new mat4 with the given values
*
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m02 Component in column 0, row 2 position (index 2)
* @param {number} m03 Component in column 0, row 3 position (index 3)
* @param {number} m10 Component in column 1, row 0 position (index 4)
* @param {number} m11 Component in column 1, row 1 position (index 5)
* @param {number} m12 Component in column 1, row 2 position (index 6)
* @param {number} m13 Component in column 1, row 3 position (index 7)
* @param {number} m20 Component in column 2, row 0 position (index 8)
* @param {number} m21 Component in column 2, row 1 position (index 9)
* @param {number} m22 Component in column 2, row 2 position (index 10)
* @param {number} m23 Component in column 2, row 3 position (index 11)
* @param {number} m30 Component in column 3, row 0 position (index 12)
* @param {number} m31 Component in column 3, row 1 position (index 13)
* @param {number} m32 Component in column 3, row 2 position (index 14)
* @param {number} m33 Component in column 3, row 3 position (index 15)
* @returns {mat4} A new mat4
*/
public static fromValues(m00: number, m01: number, m02: number, m03: number, m10: number, m11: number, m12: number, m13: number, m20: number, m21: number, m22: number, m23: number, m30: number, m31: number, m32: number, m33: number): mat4;
/**
* Set the components of a mat4 to the given values
*
* @param {mat4} out the receiving matrix
* @param {number} m00 Component in column 0, row 0 position (index 0)
* @param {number} m01 Component in column 0, row 1 position (index 1)
* @param {number} m02 Component in column 0, row 2 position (index 2)
* @param {number} m03 Component in column 0, row 3 position (index 3)
* @param {number} m10 Component in column 1, row 0 position (index 4)
* @param {number} m11 Component in column 1, row 1 position (index 5)
* @param {number} m12 Component in column 1, row 2 position (index 6)
* @param {number} m13 Component in column 1, row 3 position (index 7)
* @param {number} m20 Component in column 2, row 0 position (index 8)
* @param {number} m21 Component in column 2, row 1 position (index 9)
* @param {number} m22 Component in column 2, row 2 position (index 10)
* @param {number} m23 Component in column 2, row 3 position (index 11)
* @param {number} m30 Component in column 3, row 0 position (index 12)
* @param {number} m31 Component in column 3, row 1 position (index 13)
* @param {number} m32 Component in column 3, row 2 position (index 14)
* @param {number} m33 Component in column 3, row 3 position (index 15)
* @returns {mat4} out
*/
public static set(out: mat4, m00: number, m01: number, m02: number, m03: number, m10: number, m11: number, m12: number, m13: number, m20: number, m21: number, m22: number, m23: number, m30: number, m31: number, m32: number, m33: number): mat4;
/**
* Set a mat4 to the identity matrix
*
* @param out the receiving matrix
* @returns out
*/
public static identity(out: mat4): mat4;
/**
* Transpose the values of a mat4
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static transpose(out: mat4, a: mat4): mat4;
/**
* Inverts a mat4
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static invert(out: mat4, a: mat4): mat4 | null;
/**
* Calculates the adjugate of a mat4
*
* @param out the receiving matrix
* @param a the source matrix
* @returns out
*/
public static adjoint(out: mat4, a: mat4): mat4;
/**
* Calculates the determinant of a mat4
*
* @param a the source matrix
* @returns determinant of a
*/
public static determinant(a: mat4): number;
/**
* Multiplies two mat4's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: mat4, a: mat4, b: mat4): mat4;
/**
* Multiplies two mat4's
*
* @param out the receiving matrix
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: mat4, a: mat4, b: mat4): mat4;
/**
* 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
*/
public static translate(out: mat4, a: mat4, v: vec3 | number[]): mat4;
/**
* 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
**/
public static scale(out: mat4, a: mat4, v: vec3 | number[]): mat4;
/**
* 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
*/
public static rotate(out: mat4, a: mat4, rad: number, axis: vec3 | number[]): mat4;
/**
* 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
*/
public static rotateX(out: mat4, a: mat4, rad: number): mat4;
/**
* 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
*/
public static rotateY(out: mat4, a: mat4, rad: number): mat4;
/**
* 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
*/
public static rotateZ(out: mat4, a: mat4, rad: number): mat4;
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.translate(dest, dest, vec);
*
* @param {mat4} out mat4 receiving operation result
* @param {vec3} v Translation vector
* @returns {mat4} out
*/
public static fromTranslation(out: mat4, v: vec3 | number[]): mat4
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.scale(dest, dest, vec);
*
* @param {mat4} out mat4 receiving operation result
* @param {vec3} v Scaling vector
* @returns {mat4} out
*/
public static fromScaling(out: mat4, v: vec3 | number[]): mat4
/**
* Creates a matrix from a given angle around a given axis
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.rotate(dest, dest, rad, axis);
*
* @param {mat4} out mat4 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @param {vec3} axis the axis to rotate around
* @returns {mat4} out
*/
public static fromRotation(out: mat4, rad: number, axis: vec3 | number[]): mat4
/**
* Creates a matrix from the given angle around the X axis
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.rotateX(dest, dest, rad);
*
* @param {mat4} out mat4 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
public static fromXRotation(out: mat4, rad: number): mat4
/**
* Creates a matrix from the given angle around the Y axis
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.rotateY(dest, dest, rad);
*
* @param {mat4} out mat4 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
public static fromYRotation(out: mat4, rad: number): mat4
/**
* Creates a matrix from the given angle around the Z axis
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.rotateZ(dest, dest, rad);
*
* @param {mat4} out mat4 receiving operation result
* @param {number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
public static fromZRotation(out: mat4, rad: number): mat4
/**
* 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
*/
public static fromRotationTranslation(out: mat4, q: quat, v: vec3 | number[]): mat4;
/**
* Returns the translation vector component of a transformation
* matrix. If a matrix is built with fromRotationTranslation,
* the returned vector will be the same as the translation vector
* originally supplied.
* @param {vec3} out Vector to receive translation component
* @param {mat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
public static getTranslation(out: vec3, mat: mat4): vec3;
/**
* Returns the scaling factor component of a transformation matrix.
* If a matrix is built with fromRotationTranslationScale with a
* normalized Quaternion parameter, the returned vector will be
* the same as the scaling vector originally supplied.
* @param {vec3} out Vector to receive scaling factor component
* @param {mat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
public static getScaling(out: vec3, mat: mat4): vec3;
/**
* Returns a quaternion representing the rotational component
* of a transformation matrix. If a matrix is built with
* fromRotationTranslation, the returned quaternion will be the
* same as the quaternion originally supplied.
* @param {quat} out Quaternion to receive the rotation component
* @param {mat4} mat Matrix to be decomposed (input)
* @return {quat} out
*/
public static getRotation(out: quat, mat: mat4): quat;
/**
* Creates a matrix from a quaternion rotation, vector translation and vector scale
* 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);
* mat4.scale(dest, scale)
*
* @param out mat4 receiving operation result
* @param q Rotation quaternion
* @param v Translation vector
* @param s Scaling vector
* @returns out
*/
public static fromRotationTranslationScale(out: mat4, q: quat, v: vec3 | number[], s: vec3 | number[]): mat4;
/**
* Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.translate(dest, vec);
* mat4.translate(dest, origin);
* var quatMat = mat4.create();
* quat4.toMat4(quat, quatMat);
* mat4.multiply(dest, quatMat);
* mat4.scale(dest, scale)
* mat4.translate(dest, negativeOrigin);
*
* @param {mat4} out mat4 receiving operation result
* @param {quat} q Rotation quaternion
* @param {vec3} v Translation vector
* @param {vec3} s Scaling vector
* @param {vec3} o The origin vector around which to scale and rotate
* @returns {mat4} out
*/
public static fromRotationTranslationScaleOrigin(out: mat4, q: quat, v: vec3 | number[], s: vec3 | number[], o: vec3 | number[]): mat4
/**
* Calculates a 4x4 matrix from the given quaternion
*
* @param {mat4} out mat4 receiving operation result
* @param {quat} q Quaternion to create matrix from
*
* @returns {mat4} out
*/
public static fromQuat(out: mat4, q: quat): mat4
/**
* 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
*/
public static frustum(out: mat4, left: number, right: number,
bottom: number, top: number, near: number, far: number): mat4;
/**
* 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
*/
public static perspective(out: mat4, fovy: number, aspect: number,
near: number, far: number): mat4;
/**
* Generates a perspective projection matrix with the given field of view.
* This is primarily useful for generating projection matrices to be used
* with the still experimental WebVR API.
*
* @param {mat4} out mat4 frustum matrix will be written into
* @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees
* @param {number} near Near bound of the frustum
* @param {number} far Far bound of the frustum
* @returns {mat4} out
*/
public static perspectiveFromFieldOfView(out: mat4,
fov:{upDegrees: number, downDegrees: number, leftDegrees: number, rightDegrees: number},
near: number, far: number): mat4
/**
* 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
*/
public static ortho(out: mat4, left: number, right: number,
bottom: number, top: number, near: number, far: number): mat4;
/**
* 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
*/
public static lookAt(out: mat4, eye: vec3 | number[], center: vec3 | number[], up: vec3 | number[]): mat4;
/**
* Generates a matrix that makes something look at something else.
*
* @param out mat4 frustum matrix will be written into
* @param eye Position of the viewer
* @param target Point the viewer is looking at
* @param up vec3 pointing up
* @returns out
*/
public static targetTo(out: mat4, eye: vec3 | number[], target: vec3 | number[], up: vec3 | number[]): mat4;
/**
* Returns a string representation of a mat4
*
* @param mat matrix to represent as a string
* @returns string representation of the matrix
*/
public static str(mat: mat4): string;
/**
* Returns Frobenius norm of a mat4
*
* @param a the matrix to calculate Frobenius norm of
* @returns Frobenius norm
*/
public static frob(a: mat4): number;
/**
* Adds two mat4's
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the first operand
* @param {mat4} b the second operand
* @returns {mat4} out
*/
public static add(out: mat4, a: mat4, b: mat4): mat4
/**
* Subtracts matrix b from matrix a
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the first operand
* @param {mat4} b the second operand
* @returns {mat4} out
*/
public static subtract(out: mat4, a: mat4, b: mat4): mat4
/**
* Subtracts matrix b from matrix a
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the first operand
* @param {mat4} b the second operand
* @returns {mat4} out
*/
public static sub(out: mat4, a: mat4, b: mat4): mat4
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the matrix to scale
* @param {number} b amount to scale the matrix's elements by
* @returns {mat4} out
*/
public static multiplyScalar(out: mat4, a: mat4, b: number): mat4
/**
* Adds two mat4's after multiplying each element of the second operand by a scalar value.
*
* @param {mat4} out the receiving vector
* @param {mat4} a the first operand
* @param {mat4} b the second operand
* @param {number} scale the amount to scale b's elements by before adding
* @returns {mat4} out
*/
public static multiplyScalarAndAdd (out: mat4, a: mat4, b: mat4, scale: number): mat4
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {mat4} a The first matrix.
* @param {mat4} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static exactEquals (a: mat4, b: mat4): boolean
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {mat4} a The first matrix.
* @param {mat4} b The second matrix.
* @returns {boolean} True if the matrices are equal, false otherwise.
*/
public static equals (a: mat4, b: mat4): boolean
}
// quat
export class quat extends Float32Array {
private typeQuat: number;
/**
* Creates a new identity quat
*
* @returns a new quaternion
*/
public static create(): quat;
/**
* Creates a new quat initialized with values from an existing quaternion
*
* @param a quaternion to clone
* @returns a new quaternion
* @function
*/
public static clone(a: quat): quat;
/**
* 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
*/
public static fromValues(x: number, y: number, z: number, w: number): quat;
/**
* Copy the values from one quat to another
*
* @param out the receiving quaternion
* @param a the source quaternion
* @returns out
* @function
*/
public static copy(out: quat, a: quat): quat;
/**
* 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
*/
public static set(out: quat, x: number, y: number, z: number, w: number): quat;
/**
* Set a quat to the identity quaternion
*
* @param out the receiving quaternion
* @returns out
*/
public static identity(out: quat): quat;
/**
* Sets a quaternion to represent the shortest rotation from one
* vector to another.
*
* Both vectors are assumed to be unit length.
*
* @param {quat} out the receiving quaternion.
* @param {vec3} a the initial vector
* @param {vec3} b the destination vector
* @returns {quat} out
*/
public static rotationTo (out: quat, a: vec3 | number[], b: vec3 | number[]): quat;
/**
* 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 {vec3} view the vector representing the viewing direction
* @param {vec3} right the vector representing the local "right" direction
* @param {vec3} up the vector representing the local "up" direction
* @returns {quat} out
*/
public static setAxes (out: quat, view: vec3 | number[], right: vec3 | number[], up: vec3 | number[]): quat
/**
* 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
**/
public static setAxisAngle(out: quat, axis: vec3 | number[], rad: number): quat;
/**
* Gets the rotation axis and angle for a given
* quaternion. If a quaternion is created with
* setAxisAngle, this method will return the same
* values as providied in the original parameter list
* OR functionally equivalent values.
* Example: The quaternion formed by axis [0, 0, 1] and
* angle -90 is the same as the quaternion formed by
* [0, 0, 1] and 270. This method favors the latter.
* @param {vec3} out_axis Vector receiving the axis of rotation
* @param {quat} q Quaternion to be decomposed
* @return {number} Angle, in radians, of the rotation
*/
public static getAxisAngle (out_axis: vec3 | number[], q: quat): number
/**
* Adds two quat's
*
* @param out the receiving quaternion
* @param a the first operand
* @param b the second operand
* @returns out
* @function
*/
public static add(out: quat, a: quat, b: quat): quat;
/**
* Multiplies two quat's
*
* @param out the receiving quaternion
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static multiply(out: quat, a: quat, b: quat): quat;
/**
* Multiplies two quat's
*
* @param out the receiving quaternion
* @param a the first operand
* @param b the second operand
* @returns out
*/
public static mul(out: quat, a: quat, b: quat): quat;
/**
* 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
*/
public static scale(out: quat, a: quat, b: number): quat;
/**
* Calculates the length of a quat
*
* @param a vector to calculate length of
* @returns length of a
* @function
*/
public static length(a: quat): number;
/**
* Calculates the length of a quat
*
* @param a vector to calculate length of
* @returns length of a
* @function
*/
public static len(a: quat): number;
/**
* Calculates the squared length of a quat
*
* @param a vector to calculate squared length of
* @returns squared length of a
* @function
*/
public static squaredLength(a: quat): number;
/**
* Calculates the squared length of a quat
*
* @param a vector to calculate squared length of
* @returns squared length of a
* @function
*/
public static sqrLen(a: quat): number;
/**
* Normalize a quat
*
* @param out the receiving quaternion
* @param a quaternion to normalize
* @returns out
* @function
*/
public static normalize(out: quat, a: quat): quat;
/**
* 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
*/
public static dot(a: quat, b: quat): number;
/**
* Creates a quaternion from the given euler angle x, y, z.
*
* @param {quat} out the receiving quaternion
* @param {number} x Angle to rotate around X axis in degrees.
* @param {number} y Angle to rotate around Y axis in degrees.
* @param {number} z Angle to rotate around Z axis in degrees.
* @returns {quat} out
*/
public static fromEuler(out: quat, x: number, y: number, z: number): quat;
/**
* 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
*/
public static lerp(out: quat, a: quat, b: quat, t: number): quat;
/**
* 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
*/
public static slerp(out: quat, a: quat, b: quat, t: number): quat;
/**
* Performs a spherical linear interpolation with two control points
*
* @param {quat} out the receiving quaternion
* @param {quat} a the first operand
* @param {quat} b the second operand
* @param {quat} c the third operand
* @param {quat} d the fourth operand
* @param {number} t interpolation amount
* @returns {quat} out
*/
public static sqlerp(out: quat, a: quat, b: quat, c: quat, d: quat, t: number): quat;
/**
* Calculates the inverse of a quat
*
* @param out the receiving quaternion
* @param a quat to calculate inverse of
* @returns out
*/
public static invert(out: quat, a: quat): quat;
/**
* 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
*/
public static conjugate(out: quat, a: quat): quat;
/**
* Returns a string representation of a quaternion
*
* @param a quat to represent as a string
* @returns string representation of the quat
*/
public static str(a: quat): 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
*/
public static rotateX(out: quat, a: quat, rad: number): quat;
/**
* 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
*/
public static rotateY(out: quat, a: quat, rad: number): quat;
/**
* 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
*/
public static rotateZ(out: quat, a: quat, rad: number): quat;
/**
* 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
*/
public static fromMat3(out: quat, m: mat3): quat;
/**
* 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 out the receiving quat
* @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
*/
public static setAxes(out: quat, view: vec3 | number[], right: vec3 | number[], up: vec3 | number[]): quat;
/**
* 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
*/
public static rotationTo(out: quat, a: vec3 | number[], b: vec3 | number[]): quat;
/**
* 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
*/
public static calculateW(out: quat, a: quat): quat;
/**
* Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)
*
* @param {quat} a The first vector.
* @param {quat} b The second vector.
* @returns {boolean} True if the quaternions are equal, false otherwise.
*/
public static exactEquals (a: quat, b: quat): boolean;
/**
* Returns whether or not the quaternions have approximately the same elements in the same position.
*
* @param {quat} a The first vector.
* @param {quat} b The second vector.
* @returns {boolean} True if the quaternions are equal, false otherwise.
*/
public static equals (a: quat, b: quat): boolean;
}
}
declare module 'gl-matrix/src/gl-matrix/common' {
import { glMatrix } from 'gl-matrix';
export = glMatrix;
}
declare module 'gl-matrix/src/gl-matrix/vec2' {
import { vec2 } from 'gl-matrix';
export = vec2;
}
declare module 'gl-matrix/src/gl-matrix/vec3' {
import { vec3 } from 'gl-matrix';
export = vec3;
}
declare module 'gl-matrix/src/gl-matrix/vec4' {
import { vec4 } from 'gl-matrix';
export = vec4;
}
declare module 'gl-matrix/src/gl-matrix/mat2' {
import { mat2 } from 'gl-matrix';
export = mat2;
}
declare module 'gl-matrix/src/gl-matrix/mat2d' {
import { mat2d } from 'gl-matrix';
export = mat2d;
}
declare module 'gl-matrix/src/gl-matrix/mat3' {
import { mat3 } from 'gl-matrix';
export = mat3;
}
declare module 'gl-matrix/src/gl-matrix/mat4' {
import { mat4 } from 'gl-matrix';
export = mat4;
}
declare module 'gl-matrix/src/gl-matrix/quat' {
import { quat } from 'gl-matrix';
export = quat;
}