import { Plane } from "./Plane"; import { DualQuat, Quat } from "./Quaternion"; import { Vec3, Vec4 } from "./Vector"; export declare class Mat32 { _11: number; _12: number; _21: number; _22: number; _31: number; _32: number; static get Identity(): Mat32; } export declare class Mat43 { _11: number; _12: number; _13: number; _21: number; _22: number; _23: number; _31: number; _32: number; _33: number; _41: number; _42: number; _43: number; static get Identity(): Mat43; } export declare class Mat34 { _11: number; _12: number; _13: number; _14: number; _21: number; _22: number; _23: number; _24: number; _31: number; _32: number; _33: number; _34: number; static get Identity(): Mat34; } export declare class Mat44 { _11: number; _12: number; _13: number; _14: number; _21: number; _22: number; _23: number; _24: number; _31: number; _32: number; _33: number; _34: number; _41: number; _42: number; _43: number; _44: number; static get Identity(): Mat44; constructor(a?: Mat44 | Vec4 | number, b?: Vec4 | number, c?: Vec4 | number, d?: Vec4 | number, _21?: number, _22?: number, _23?: number, _24?: number, _31?: number, _32?: number, _33?: number, _34?: number, _41?: number, _42?: number, _43?: number, _44?: number); get r(): Vec4[]; set r(v: Vec4[]); get d(): number[]; set d(r: number[]); get r0(): Vec4; get r1(): Vec4; get r2(): Vec4; get r3(): Vec4; set r0(v: Vec4); set r1(v: Vec4); set r2(v: Vec4); set r3(v: Vec4); Equal(r: Mat44): boolean; Mul(r: Mat44): Mat44; Inverse(): Mat44; Determinant(): number; Transpose(): Mat44; private __Decompose; Decompose(vTranslation: Vec3, vScaling: Vec3, q: Quat): boolean; static Translation(x: number, y: number, z: number): Mat44; static Scaling(x: number, y: number, z: number): Mat44; static RotateX(f: number): Mat44; static RotateY(f: number): Mat44; static RotateZ(f: number): Mat44; static RotateNormal(vNormal: Vec3, f: number): Mat44; static RotationQuaternion(q: Quat): Mat44; static RotationDualQuaternion(dq: DualQuat): Mat44; static LookToLH(vEye: Vec3, vDir: Vec3, vUp: Vec3): Mat44; static LookAtLH(vEye: Vec3, vFocus: Vec3, vUp: Vec3): Mat44; static LookToRH(vEye: Vec3, vDir: Vec3, vUp: Vec3): Mat44; static LookAtRH(vEye: Vec3, vFocus: Vec3, vUp: Vec3): Mat44; static OrthographicLH(fViewWidth: number, fViewHeight: number, fNearZ: number, fFarZ: number): Mat44; static OrthographicRH(fViewWidth: number, fViewHeight: number, fNearZ: number, fFarZ: number): Mat44; static OrthographicOffCenterLH(fViewLeft: number, fViewRight: number, fViewBottom: number, fViewTop: number, fNearZ: number, fFarZ: number): Mat44; static OrthographicOffCenterRH(fViewLeft: number, fViewRight: number, fViewBottom: number, fViewTop: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveFovLH(fFovY: number, fAspectHByW: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveFovRH(fFovY: number, fAspectHByW: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveLH(fViewWidth: number, fViewHeight: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveRH(fViewWidth: number, fViewHeight: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveOffCenterLH(fViewLeft: number, fViewRight: number, fViewBottom: number, fViewTop: number, fNearZ: number, fFarZ: number): Mat44; static PerspectiveOffCenterRH(fViewLeft: number, fViewRight: number, fViewBottom: number, fViewTop: number, fNearZ: number, fFarZ: number): Mat44; static Reflect(vPlane: Plane): Mat44; static Shadow(vPlane: Plane, vLight: Vec3): Mat44; }