/* tslint:disable */ /* eslint-disable */ /** */ export class Color { free(): void; /** * @param {P5Wasm} inst * @param {any} v1 * @param {any} v2 * @param {any} v3 * @param {any} v4 * @returns {Color} */ static new(inst: P5Wasm, v1: any, v2: any, v3: any, v4: any): Color; /** * @param {any} f * @returns {string} */ to_string(f: any): string; /** * @param {number} new_red */ set_red(new_red: number): void; /** * @param {number} new_green */ set_green(new_green: number): void; /** * @param {number} new_blue */ set_blue(new_blue: number): void; /** * @param {number} new_alpha */ set_alpha(new_alpha: number): void; /** * @returns {number} */ red(): number; /** * @returns {number} */ green(): number; /** * @returns {number} */ blue(): number; /** * @returns {number} */ alpha(): number; /** * @returns {number} */ hue(): number; /** * @returns {number} */ saturation(): number; /** * @returns {number} */ brightness(): number; /** * @returns {number} */ lightness(): number; } /** */ export class P5Wasm { free(): void; /** * @returns {Vector} */ create_vector(): Vector; /** * @param {number} x * @returns {Vector} */ create_vector_1d(x: number): Vector; /** * @param {number} x * @param {number} y * @returns {Vector} */ create_vector_2d(x: number, y: number): Vector; /** * @param {number} x * @param {number} y * @param {number} z * @returns {Vector} */ create_vector_3d(x: number, y: number, z: number): Vector; /** * @param {number} x * @returns {number} */ noise(x: number): number; /** * @param {number} x * @param {number} y * @returns {number} */ noise2d(x: number, y: number): number; /** * @param {number} x * @param {number} y * @param {number} z * @returns {number} */ noise3d(x: number, y: number, z: number): number; /** * @param {number} lod * @param {number} falloff */ noise_detail(lod: number, falloff: number): void; /** * @param {number} seed */ noise_seed(seed: number): void; /** * @returns {number} */ random(): number; /** * @param {number} min * @param {number} max * @returns {number} */ random_range(min: number, max: number): number; /** * @param {number} seed */ random_seed(seed: number): void; /** * @returns {P5Wasm} */ static new(): P5Wasm; /** * @param {number} n * @returns {number} */ abs(n: number): number; /** * @param {number} n * @returns {number} */ ceil(n: number): number; /** * @param {number} n * @param {number} low * @param {number} high * @returns {number} */ constrain(n: number, low: number, high: number): number; /** * @param {number} x1 * @param {number} y1 * @param {number} x2 * @param {number} y2 * @returns {number} */ dist(x1: number, y1: number, x2: number, y2: number): number; /** * @param {number} x1 * @param {number} y1 * @param {number} z1 * @param {number} x2 * @param {number} y2 * @param {number} z2 * @returns {number} */ dist3d(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): number; /** * @param {number} n * @returns {number} */ exp(n: number): number; /** * @param {number} n * @returns {number} */ floor(n: number): number; /** * @param {number} start * @param {number} stop * @param {number} amt * @returns {number} */ lerp(start: number, stop: number, amt: number): number; /** * @param {number} n * @returns {number} */ log(n: number): number; /** * @param {number} x * @param {number} y * @returns {number} */ mag(x: number, y: number): number; /** * @param {number} n * @param {number} start1 * @param {number} stop1 * @param {number} start2 * @param {number} stop2 * @param {any} within_bounds * @returns {number} */ map(n: number, start1: number, stop1: number, start2: number, stop2: number, within_bounds: any): number; /** * @param {number} n * @param {number} start * @param {number} stop * @returns {number} */ norm(n: number, start: number, stop: number): number; /** * @param {number} x * @param {number} y * @returns {number} */ pow(x: number, y: number): number; /** * @param {number} n * @returns {number} */ round(n: number): number; /** * @param {number} n * @param {number} decimal * @returns {number} */ round_decimal(n: number, decimal: number): number; /** * @param {number} n * @returns {number} */ sq(n: number): number; /** * @param {number} n * @returns {number} */ sqrt(n: number): number; /** * @param {number} n * @returns {number} */ fract(n: number): number; /** * @param {any} v1 * @param {any} v2 * @param {any} v3 * @param {any} v4 * @returns {Color} */ color(v1: any, v2: any, v3: any, v4: any): Color; /** * @param {Color} c * @returns {number} */ red(c: Color): number; /** * @param {Color} c * @returns {number} */ green(c: Color): number; /** * @param {Color} c * @returns {number} */ blue(c: Color): number; /** * @param {Color} c * @returns {number} */ alpha(c: Color): number; /** * @param {Color} c * @returns {number} */ hue(c: Color): number; /** * @param {Color} c * @returns {number} */ saturation(c: Color): number; /** * @param {Color} c * @returns {number} */ brightness(c: Color): number; /** * @param {Color} c * @returns {number} */ lightness(c: Color): number; /** * @param {string} mode * @param {any} max_1 * @param {any} max_2 * @param {any} max_3 * @param {any} max_a */ color_mode(mode: string, max_1: any, max_2: any, max_3: any, max_a: any): void; /** * @param {Color} c1 * @param {Color} c2 * @param {number} amt * @returns {Color} */ lerp_color(c1: Color, c2: Color, amt: number): Color; /** * @param {number} value * @returns {number} */ acos(value: number): number; /** * @param {number} value * @returns {number} */ asin(value: number): number; /** * @param {number} value * @returns {number} */ atan(value: number): number; /** * @param {number} y * @param {number} x * @returns {number} */ atan2(y: number, x: number): number; /** * @param {number} angle * @returns {number} */ cos(angle: number): number; /** * @param {number} angle * @returns {number} */ sin(angle: number): number; /** * @param {number} angle * @returns {number} */ tan(angle: number): number; /** * @param {number} radians * @returns {number} */ degrees(radians: number): number; /** * @param {number} degrees * @returns {number} */ radians(degrees: number): number; } /** */ export class Vector { free(): void; /** * @param {number} x * @param {number} y * @param {number} z * @returns {Vector} */ static new(x: number, y: number, z: number): Vector; /** * @returns {string} */ to_string(): string; /** * @param {Vector} vector */ set_vector(vector: Vector): void; /** * @param {number} x */ set_1d(x: number): void; /** * @param {number} x * @param {number} y */ set_2d(x: number, y: number): void; /** * @param {number} x * @param {number} y * @param {number} z */ set_3d(x: number, y: number, z: number): void; /** * @returns {Vector} */ copy(): Vector; /** * @param {Vector} vector */ add_vector(vector: Vector): void; /** * @param {number} x */ add_1d(x: number): void; /** * @param {number} x * @param {number} y */ add_2d(x: number, y: number): void; /** * @param {number} x * @param {number} y * @param {number} z */ add_3d(x: number, y: number, z: number): void; /** * @param {Vector} vector */ sub_vector(vector: Vector): void; /** * @param {number} x */ sub_1d(x: number): void; /** * @param {number} x * @param {number} y */ sub_2d(x: number, y: number): void; /** * @param {number} x * @param {number} y * @param {number} z */ sub_3d(x: number, y: number, z: number): void; /** * @param {number} n */ mult(n: number): void; /** * @param {number} n */ div(n: number): void; /** * @returns {number} */ mag(): number; /** * @returns {number} */ mag_sq(): number; /** * @param {Vector} vector * @returns {number} */ dot_vector(vector: Vector): number; /** * @param {number} x * @returns {number} */ dot_1d(x: number): number; /** * @param {number} x * @param {number} y * @returns {number} */ dot_2d(x: number, y: number): number; /** * @param {number} x * @param {number} y * @param {number} z * @returns {number} */ dot_3d(x: number, y: number, z: number): number; /** * @param {Vector} v * @returns {Vector} */ cross(v: Vector): Vector; /** * @param {Vector} v * @returns {number} */ dist(v: Vector): number; /** */ normalize(): void; /** * @param {number} max */ limit(max: number): void; /** * @param {number} n */ set_mag(n: number): void; /** * @returns {number} */ heading(): number; /** * @param {number} a */ rotate(a: number): void; /** * @param {Vector} v * @returns {number} */ angle_between(v: Vector): number; /** * @param {Vector} v * @param {number} amt */ lerp_vector(v: Vector, amt: number): void; /** * @param {number} x * @param {number} amt */ lerp_1d(x: number, amt: number): void; /** * @param {number} x * @param {number} y * @param {number} amt */ lerp_2d(x: number, y: number, amt: number): void; /** * @param {number} x * @param {number} y * @param {number} z * @param {number} amt */ lerp_3d(x: number, y: number, z: number, amt: number): void; /** * @returns {Float64Array} */ array(): Float64Array; /** * @param {Vector} v * @returns {boolean} */ equals_vector(v: Vector): boolean; /** * @param {number} x * @returns {boolean} */ equals_1d(x: number): boolean; /** * @param {number} x * @param {number} y * @returns {boolean} */ equals_2d(x: number, y: number): boolean; /** * @param {number} x * @param {number} y * @param {number} z * @returns {boolean} */ equals_3d(x: number, y: number, z: number): boolean; /** * @returns {number} */ x: number; /** * @returns {number} */ y: number; /** * @returns {number} */ z: number; }