// Type definitions for gl-matrix 2.2.2 // Project: https://github.com/toji/gl-matrix // Definitions by: Mattijs Kneppers , based on definitions by Tat // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped // Common export class glMatrix { /** * Convert Degree To Radian * * @param a Angle in Degrees */ public static toRadian(a: number): number; } // 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): 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): 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, b: vec2): 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, b: vec2): 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, b: vec2): 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, b: vec2): 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, b: vec2): 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, b: vec2): 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, b: vec2): 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):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):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, b: vec2): 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, b: vec2): 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):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, 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, b: vec2, 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, b: vec2): 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, b: vec2): 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, b: vec2): 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, b: vec2): number; /** * Calculates the length of a vec2 * * @param a vector to calculate length of * @returns length of a */ public static length(a: vec2): number; /** * Calculates the length of a vec2 * * @param a vector to calculate length of * @returns length of a */ public static len(a: vec2): 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; /** * 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; /** * 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): 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): vec2; /** * Normalize a vec2 * * @param out the receiving vector * @param a vector to normalize * @returns out */ public static normalize(out: vec2, a: vec2): 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, b: vec2): 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: vec2, a: vec2, b: vec2): vec2; /** * 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, b: vec2, 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; /** * 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, 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, 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, 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, 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, b: vec2, arg: any) => void, arg: any): Float32Array; /** * 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, b: vec2) => 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): 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, b:vec2): 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, b:vec2) : 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): 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): 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, b: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3): 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) : 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) :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, b: vec3): 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, b: vec3): 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) : 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, 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, b: vec3, 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, b: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3): number; /** * Calculates the length of a vec3 * * @param a vector to calculate length of * @returns length of a */ public static length(a: vec3): number; /** * Calculates the length of a vec3 * * @param a vector to calculate length of * @returns length of a */ public static len(a: vec3): 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; /** * 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; /** * 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): 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): vec3; /** * Normalize a vec3 * * @param out the receiving vector * @param a vector to normalize * @returns out */ public static normalize(out: vec3, a: vec3): 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, b: vec3): 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, b: vec3): 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, b: vec3, 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, b:vec3, c:vec3, d:vec3, 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, b:vec3, c:vec3, d:vec3, 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, 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, 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, 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, b: vec3, 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, b: vec3, 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, b: vec3, 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, b: vec3, 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, b: vec3) => 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, b: vec3): 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): 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, b:vec3): 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, b:vec3) : 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): 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): 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, b: vec4): 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, b: vec4): 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, b: vec4): 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, b: vec4): 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, b: vec4): 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, b: vec4): 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, b: vec4): 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) : 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) : 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, b: vec4): 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, b: vec4): 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): 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, 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, b: vec4, 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, b: vec4): 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, b: vec4): 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, b: vec4): 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, b: vec4): number; /** * Calculates the length of a vec4 * * @param a vector to calculate length of * @returns length of a */ public static length(a: vec4): number; /** * Calculates the length of a vec4 * * @param a vector to calculate length of * @returns length of a */ public static len(a: vec4): 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; /** * 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; /** * 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): 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): vec4; /** * Normalize a vec4 * * @param out the receiving vector * @param a vector to normalize * @returns out */ public static normalize(out: vec4, a: vec4): 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, b: vec4): 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, b: vec4, 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, 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, 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, b: vec4, 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, b: vec4) => 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): 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, b:vec4) : 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, b:vec4) : 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; /** * 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):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):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; /** * 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): 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): 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):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):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; /** * Inverts a mat3 * * @param out the receiving matrix * @param a the source matrix * @returns out */ public static invert(out:mat3, a:mat3):mat3; /** * 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:vec3):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):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):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):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; /** * 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; /** * 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):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):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):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):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):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):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):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 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, s:vec3):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, s:vec3, o:vec3):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, center:vec3, up:vec3):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, b:vec3): 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, right:vec3, up:vec3):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, 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, 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; /** * 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, right: vec3, up: vec3): 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, b: vec3): 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; }