////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// import { Vector3 } from './Vector3'; import { Euler } from './Euler'; import { Quaternion } from './Quaternion'; import { Matrix } from './Matrix3'; export class Matrix4 implements Matrix { constructor(); elements: number[]; set( n11: number, n12: number, n13: number, n14: number, n21: number, n22: number, n23: number, n24: number, n31: number, n32: number, n33: number, n34: number, n41: number, n42: number, n43: number, n44: number ): Matrix4; identity(): Matrix4; clone(): this; copy( m: Matrix4 ): this; copyPosition( m: Matrix4 ): Matrix4; extractBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): Matrix4; makeBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): Matrix4; extractRotation( m: Matrix4 ): Matrix4; makeRotationFromEuler( euler: Euler ): Matrix4; makeRotationFromQuaternion( q: Quaternion ): Matrix4; lookAt( eye: Vector3, target: Vector3, up: Vector3 ): Matrix4; multiply( m: Matrix4 ): Matrix4; premultiply( m: Matrix4 ): Matrix4; multiplyMatrices( a: Matrix4, b: Matrix4 ): Matrix4; multiplyToArray( a: Matrix4, b: Matrix4, r: number[] ): Matrix4; multiplyScalar( s: number ): Matrix4; determinant(): number; transpose(): Matrix4; setPosition( v: Vector3 | number, y?: number, z?: number ): Matrix4; getInverse( m: Matrix4, throwOnDegeneratee?: boolean ): Matrix4; scale( v: Vector3 ): Matrix4; getMaxScaleOnAxis(): number; makeTranslation( x: number, y: number, z: number ): Matrix4; makeRotationX( theta: number ): Matrix4; makeRotationY( theta: number ): Matrix4; makeRotationZ( theta: number ): Matrix4; makeRotationAxis( axis: Vector3, angle: number ): Matrix4; makeScale( x: number, y: number, z: number ): Matrix4; compose( translation: Vector3, rotation: Quaternion, scale: Vector3 ): Matrix4; decompose( translation?: Vector3, rotation?: Quaternion, scale?: Vector3 ): Matrix4; makePerspective( left: number, right: number, bottom: number, top: number, near: number, far: number ): Matrix4; makePerspective( fov: number, aspect: number, near: number, far: number ): Matrix4; makeOrthographic( left: number, right: number, top: number, bottom: number, near: number, far: number ): Matrix4; equals( matrix: Matrix4 ): boolean; fromArray( array: number[], offset?: number ): Matrix4; fromArray( array: ArrayLike, offset?: number ): Matrix4; toArray( array?: number[], offset?: number ): number[]; toArray( array?: ArrayLike, offset?: number ): ArrayLike; extractPosition( m: Matrix4 ): Matrix4; setRotationFromQuaternion( q: Quaternion ): Matrix4; multiplyVector3( v: any ): any; multiplyVector4( v: any ): any; multiplyVector3Array( array: number[] ): number[]; rotateAxis( v: any ): void; crossVector( v: any ): void; flattenToArrayOffset( array: number[], offset: number ): number[]; }