declare namespace pc { /** * @name pc.Vec4 * @class A 4-dimensional vector. * @description Creates a new Vec4 object * @param {Number} [x] The x value. If x is an array of length 4, the array will be used to populate all components. * @param {Number} [y] The y value * @param {Number} [z] The z value * @param {Number} [w] The w value */ class Vec4 { constructor(x: number, y: number, z: number, w: number) constructor(x: [number, number, number, number]) constructor(); /** * @function * @name pc.Vec4#add * @description Adds a 4-dimensional vector to another in place. * @param {pc.Vec4} rhs The vector to add to the specified vector. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(10, 10, 10, 10); * var b = new pc.Vec4(20, 20, 20, 20); * * a.add(b); * * // Should output [30, 30, 30] * console.log("The result of the addition is: " + a.toString()); */ add(rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#add2 * @description Adds two 4-dimensional vectors together and returns the result. * @param {pc.Vec4} lhs The first vector operand for the addition. * @param {pc.Vec4} rhs The second vector operand for the addition. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(10, 10, 10, 10); * var b = new pc.Vec4(20, 20, 20, 20); * var r = new pc.Vec4(); * * r.add2(a, b); * // Should output [30, 30, 30] * * console.log("The result of the addition is: " + r.toString()); */ add2(lhs: pc.Vec4, rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#clone * @description Returns an identical copy of the specified 4-dimensional vector. * @returns {pc.Vec4} A 4-dimensional vector containing the result of the cloning. * @example * var v = new pc.Vec4(10, 20, 30, 40); * var vclone = v.clone(); * console.log("The result of the cloning is: " + vclone.toString()); */ clone(): pc.Vec4; /** * @function * @name pc.Vec4#copy * @description Copied the contents of a source 4-dimensional vector to a destination 4-dimensional vector. * @param {pc.Vec4} rhs A vector to copy to the specified vector. * @returns {pc.Vec4} Self for chaining. * @example * var src = new pc.Vec4(10, 20, 30, 40); * var dst = new pc.Vec4(); * * dst.copy(src); * * console.log("The two vectors are " + (dst.equals(src) ? "equal" : "different")); */ copy(rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#dot * @description Returns the result of a dot product operation performed on the two specified 4-dimensional vectors. * @param {pc.Vec4} rhs The second 4-dimensional vector operand of the dot product. * @returns {Number} The result of the dot product operation. * @example * var v1 = new pc.Vec4(5, 10, 20, 40); * var v2 = new pc.Vec4(10, 20, 40, 80); * var v1dotv2 = v1.dot(v2); * console.log("The result of the dot product is: " + v1dotv2); */ dot(rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#equals * @description Reports whether two vectors are equal. * @param {pc.Vec4} rhs The vector to compare to the specified vector. * @returns {Boolean} true if the vectors are equal and false otherwise. * @example * var a = new pc.Vec4(1, 2, 3, 4); * var b = new pc.Vec4(5, 6, 7, 8); * console.log("The two vectors are " + (a.equals(b) ? "equal" : "different")); */ equals(rhs: pc.Vec4): boolean; /** * @function * @name pc.Vec4#length * @description Returns the magnitude of the specified 4-dimensional vector. * @returns {Number} The magnitude of the specified 4-dimensional vector. * @example * var vec = new pc.Vec4(3, 4, 0, 0); * var len = vec.length(); * // Should output 5 * console.log("The length of the vector is: " + len); */ length(): number; /** * @function * @name pc.Vec4#lengthSq * @description Returns the magnitude squared of the specified 4-dimensional vector. * @returns {Number} The magnitude of the specified 4-dimensional vector. * @example * var vec = new pc.Vec4(3, 4, 0); * var len = vec.lengthSq(); * // Should output 25 * console.log("The length squared of the vector is: " + len); */ lengthSq(): number; /** * @function * @name pc.Vec4#lerp * @description Returns the result of a linear interpolation between two specified 4-dimensional vectors. * @param {pc.Vec4} lhs The 4-dimensional to interpolate from. * @param {pc.Vec4} rhs The 4-dimensional to interpolate to. * @param {Number} alpha The value controlling the point of interpolation. Between 0 and 1, the linear interpolant * will occur on a straight line between lhs and rhs. Outside of this range, the linear interpolant will occur on * a ray extrapolated from this line. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(0, 0, 0, 0); * var b = new pc.Vec4(10, 10, 10, 10); * var r = new pc.Vec4(); * * r.lerp(a, b, 0); // r is equal to a * r.lerp(a, b, 0.5); // r is 5, 5, 5, 5 * r.lerp(a, b, 1); // r is equal to b */ lerp(lhs: pc.Vec4, rhs: pc.Vec4, alpha: number): this; /** * @function * @name pc.Vec4#mul * @description Multiplies a 4-dimensional vector to another in place. * @param {pc.Vec4} rhs The 4-dimensional vector used as the second multiplicand of the operation. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(2, 3, 4, 5); * var b = new pc.Vec4(4, 5, 6, 7); * * a.mul(b); * * // Should output 8, 15, 24, 35 * console.log("The result of the multiplication is: " + a.toString()); */ mul(rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#mul2 * @description Returns the result of multiplying the specified 4-dimensional vectors together. * @param {pc.Vec4} lhs The 4-dimensional vector used as the first multiplicand of the operation. * @param {pc.Vec4} rhs The 4-dimensional vector used as the second multiplicand of the operation. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(2, 3, 4, 5); * var b = new pc.Vec4(4, 5, 6, 7); * var r = new pc.Vec4(); * * r.mul2(a, b); * * // Should output 8, 15, 24, 35 * console.log("The result of the multiplication is: " + r.toString()); */ mul2(lhs: pc.Vec4, rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#normalize * @description Returns the specified 4-dimensional vector copied and converted to a unit vector. * If the vector has a length of zero, the vector's elements will be set to zero. * @returns {pc.Vec4} The result of the normalization. * @example * var v = new pc.Vec4(25, 0, 0, 0); * * v.normalize(); * * // Should output 1, 0, 0, 0 * console.log("The result of the vector normalization is: " + v.toString()); */ normalize(): this; /** * @function * @name pc.Vec4#scale * @description Scales each dimension of the specified 4-dimensional vector by the supplied * scalar value. * @param {Number} scalar The value by which each vector component is multiplied. * @returns {pc.Vec4} Self for chaining. * @example * var v = new pc.Vec4(2, 4, 8, 16); * * // Multiply by 2 * v.scale(2); * * // Negate * v.scale(-1); * * // Divide by 2 * v.scale(0.5); */ scale(scalar: number): this; /** * @function * @name pc.Vec4#set * @description Sets the specified 4-dimensional vector to the supplied numerical values. * @param {Number} x The value to set on the first component of the vector. * @param {Number} y The value to set on the second component of the vector. * @param {Number} z The value to set on the third component of the vector. * @param {Number} w The value to set on the fourth component of the vector. * @example * var v = new pc.Vec4(); * v.set(5, 10, 20, 40); * * // Should output 5, 10, 20, 40 * console.log("The result of the vector set is: " + v.toString()); */ set(x: number, y: number, z: number, w: number): this; /** * @function * @name pc.Vec4#sub * @description Subtracts a 4-dimensional vector from another in place. * @param {pc.Vec4} rhs The vector to add to the specified vector. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(10, 10, 10, 10); * var b = new pc.Vec4(20, 20, 20, 20); * * a.sub(b); * * // Should output [-10, -10, -10, -10] * console.log("The result of the subtraction is: " + a.toString()); */ sub(rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#sub2 * @description Subtracts two 4-dimensional vectors from one another and returns the result. * @param {pc.Vec4} lhs The first vector operand for the subtraction. * @param {pc.Vec4} rhs The second vector operand for the subtraction. * @returns {pc.Vec4} Self for chaining. * @example * var a = new pc.Vec4(10, 10, 10, 10); * var b = new pc.Vec4(20, 20, 20, 20); * var r = new pc.Vec4(); * * r.sub2(a, b); * * // Should output [-10, -10, -10, -10] * console.log("The result of the subtraction is: " + r.toString()); */ sub2(lhs: pc.Vec4, rhs: pc.Vec4): this; /** * @function * @name pc.Vec4#toString * @description Converts the vector to string form. * @returns {String} The vector in string form. * @example * var v = new pc.Vec4(20, 10, 5, 0); * // Should output '[20, 10, 5, 0]' * console.log(v.toString()); */ toString(): string; /** * @field * @type Number * @name pc.Vec4#x * @description The first component of the vector. * @example * var vec = new pc.Vec4(10, 20, 30, 40); * * // Get x * var x = vec.x; * * // Set x * vec.x = 0; */ x: number; /** * @field * @type Number * @name pc.Vec4#y * @description The second component of the vector. * @example * var vec = new pc.Vec4(10, 20, 30, 40); * * // Get y * var y = vec.y; * * // Set y * vec.y = 0; */ y: number; /** * @field * @type Number * @name pc.Vec4#z * @description The third component of the vector. * @example * var vec = new pc.Vec4(10, 20, 30, 40); * * // Get z * var z = vec.z; * * // Set z * vec.z = 0; */ z: number; /** * @field * @type Number * @name pc.Vec4#w * @description The fourth component of the vector. * @example * var vec = new pc.Vec4(10, 20, 30, 40); * * // Get w * var w = vec.w; * * // Set w * vec.w = 0; */ w: number; /** * @field * @static * @readonly * @type pc.Vec4 * @name pc.Vec4.ONE * @description A constant vector set to [1, 1, 1, 1]. */ static readonly ONE: pc.Vec4 /** * @field * @static * @readonly * @type pc.Vec4 * @name pc.Vec4.ZERO * @description A constant vector set to [0, 0, 0, 0]. */ static readonly ZERO: pc.Vec4 } }