@danmarshall/deckgl-typings
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TypeScript declaration files for deck.gl
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TypeScript
//typings for @math.gl/core v3.1.3
declare module '@math.gl/core/lib/assert' {
export default function assert(condition: any, message: any): void;
}
declare module '@math.gl/core/lib/common' {
const config: {};
export { config };
export function configure(options?: {}): {};
export function formatValue(
value: any,
{
precision,
}?: {
precision?: any;
}
): string;
export function isArray(value: any): boolean;
export function clone(array: any): any;
export function toRadians(degrees: any): any;
export function toDegrees(radians: any): any;
export function radians(degrees: any, result?: any): any;
export function degrees(radians: any, result?: any): any;
export function sin(radians: any): any;
export function cos(radians: any): any;
export function tan(radians: any): any;
export function asin(radians: any): any;
export function acos(radians: any): any;
export function atan(radians: any): any;
export function clamp(value: any, min: any, max: any): any;
export function lerp(a: any, b: any, t: any): any;
export function equals(a: any, b: any, epsilon: any): any;
export function exactEquals(a: any, b: any): any;
export function withEpsilon(EPSILON: any, func: any): any;
}
declare module '@math.gl/core/classes/base/math-array' {
export default class MathArray extends Array {
clone(): any;
from(arrayOrObject: any): any;
fromArray(array: any, offset?: number): this;
to(arrayOrObject: any): any;
toTarget(target: any): any;
toArray(array?: any[], offset?: number): any[];
toFloat32Array(): Float32Array;
toString(): string;
formatString(opts: any): string;
equals(array: any): boolean;
exactEquals(array: any): boolean;
negate(): this;
lerp(a: any, b: any, t: any): this;
min(vector: any): this;
max(vector: any): this;
clamp(minVector: any, maxVector: any): this;
add(...vectors: any[]): this;
subtract(...vectors: any[]): this;
scale(scale: any): any;
sub(a: any): this;
setScalar(a: any): this;
addScalar(a: any): this;
subScalar(a: any): this;
multiplyScalar(scalar: any): this;
divideScalar(a: any): any;
clampScalar(min: any, max: any): this;
multiplyByScalar(scalar: any): any;
get elements(): this;
check(): this;
validate(): boolean;
}
}
declare module '@math.gl/core/lib/validators' {
export function validateVector(v: any, length: any): boolean;
export function checkNumber(value: any): any;
export function checkVector(v: any, length: any, callerName: any): any;
export function deprecated(method: any, version: any): void;
}
declare module '@math.gl/core/classes/base/vector' {
import MathArray from '@math.gl/core/classes/base/math-array';
export default class Vector extends MathArray {
get x(): any;
set x(value: any);
get y(): any;
set y(value: any);
len(): number;
magnitude(): number;
lengthSquared(): number;
magnitudeSquared(): number;
distance(mathArray: any): number;
distanceSquared(mathArray: any): any;
dot(mathArray: any): any;
normalize(): this;
multiply(...vectors: any[]): this;
divide(...vectors: any[]): this;
lengthSq(): number;
distanceTo(vector: any): number;
distanceToSquared(vector: any): any;
getComponent(i: any): any;
setComponent(i: any, value: any): this;
addVectors(a: any, b: any): any;
subVectors(a: any, b: any): any;
multiplyVectors(a: any, b: any): any;
addScaledVector(a: any, b: any): this;
}
}
declare module '@math.gl/core/lib/gl-matrix-extras' {
export function vec2_transformMat4AsVector(out: any, a: any, m: any): any;
export function vec3_transformMat4AsVector(out: any, a: any, m: any): any;
export function vec3_transformMat2(out: any, a: any, m: any): any;
export function vec4_transformMat2(out: any, a: any, m: any): any;
export function vec4_transformMat3(out: any, a: any, m: any): any;
}
declare module '@math.gl/core/classes/vector2' {
import Vector from '@math.gl/core/classes/base/vector';
export default class Vector2 extends Vector {
constructor(x?: number | number[], y?: number);
set(x: any, y: any, z: any): this;
copy(array: any): this;
fromObject(object: any): this;
toObject(object: any): any;
get ELEMENTS(): number;
horizontalAngle(): number;
verticalAngle(): number;
transform(matrix4: any): this;
transformAsPoint(matrix4: any): this;
transformAsVector(matrix4: any): this;
transformByMatrix3(matrix3: any): this;
transformByMatrix2x3(matrix2x3: any): this;
transformByMatrix2(matrix2: any): this;
}
}
declare module '@math.gl/core/classes/vector3' {
import Vector from '@math.gl/core/classes/base/vector';
export default class Vector3 extends Vector {
constructor(x?: number | number[], y?: number, z?: number);
set(x: any, y: any, z: any): this;
copy(array: any): this;
fromObject(object: any): this;
toObject(object: any): any;
get ELEMENTS(): number;
get z(): any;
set z(value: any);
angle(vector: any): any;
cross(vector: any): this;
rotateX({ radians, origin }: { radians: any; origin?: number[] }): this;
rotateY({ radians, origin }: { radians: any; origin?: number[] }): this;
rotateZ({ radians, origin }: { radians: any; origin?: number[] }): this;
transform(matrix4: any): this;
transformAsPoint(matrix4: any): this;
transformAsVector(matrix4: any): this;
transformByMatrix3(matrix3: any): this;
transformByMatrix2(matrix2: any): this;
transformByQuaternion(quaternion: any): this;
}
}
declare module '@math.gl/core/classes/vector4' {
import Vector from '@math.gl/core/classes/base/vector';
export default class Vector4 extends Vector {
constructor(x?: number | number[], y?: number, z?: number, w?: number);
set(x: any, y: any, z: any, w: any): this;
copy(array: any): this;
fromObject(object: any): this;
toObject(object: any): any;
get ELEMENTS(): number;
get z(): any;
set z(value: any);
get w(): any;
set w(value: any);
transform(matrix4: any): this;
transformByMatrix3(matrix3: any): this;
transformByMatrix2(matrix2: any): this;
transformByQuaternion(quaternion: any): this;
applyMatrix4(m: any): this;
}
}
declare module '@math.gl/core/classes/base/matrix' {
import MathArray from '@math.gl/core/classes/base/math-array';
export default class Matrix extends MathArray {
toString(): string;
getElementIndex(row: any, col: any): any;
getElement(row: any, col: any): any;
setElement(row: any, col: any, value: any): this;
getColumn(columnIndex: any, result?: any[]): any[];
setColumn(columnIndex: any, columnVector: any): this;
}
}
declare module '@math.gl/core/classes/matrix3' {
import Matrix from '@math.gl/core/classes/base/matrix';
export default class Matrix3 extends Matrix {
static get IDENTITY(): any;
static get ZERO(): any;
get ELEMENTS(): number;
get RANK(): number;
get INDICES(): Readonly<{
COL0ROW0: number;
COL0ROW1: number;
COL0ROW2: number;
COL1ROW0: number;
COL1ROW1: number;
COL1ROW2: number;
COL2ROW0: number;
COL2ROW1: number;
COL2ROW2: number;
}>;
constructor(array?: any);
copy(array: any): this;
set(m00: any, m10: any, m20: any, m01: any, m11: any, m21: any, m02: any, m12: any, m22: any): this;
setRowMajor(m00: any, m01: any, m02: any, m10: any, m11: any, m12: any, m20: any, m21: any, m22: any): this;
determinant(): any;
identity(): this;
fromQuaternion(q: any): this;
transpose(): this;
invert(): this;
multiplyLeft(a: any): this;
multiplyRight(a: any): this;
rotate(radians: any): this;
scale(factor: any): this;
translate(vec: any): this;
transform(vector: any, result: any): any;
transformVector(vector: any, result: any): any;
transformVector2(vector: any, result: any): any;
transformVector3(vector: any, result: any): any;
}
}
declare module '@math.gl/core/classes/matrix4' {
import Matrix from '@math.gl/core/classes/base/matrix';
export default class Matrix4 extends Matrix {
static get IDENTITY(): any;
static get ZERO(): any;
get INDICES(): Readonly<{
COL0ROW0: number;
COL0ROW1: number;
COL0ROW2: number;
COL0ROW3: number;
COL1ROW0: number;
COL1ROW1: number;
COL1ROW2: number;
COL1ROW3: number;
COL2ROW0: number;
COL2ROW1: number;
COL2ROW2: number;
COL2ROW3: number;
COL3ROW0: number;
COL3ROW1: number;
COL3ROW2: number;
COL3ROW3: number;
}>;
get ELEMENTS(): number;
get RANK(): number;
constructor(array?: any);
copy(array: any): this;
set(
m00: any,
m10: any,
m20: any,
m30: any,
m01: any,
m11: any,
m21: any,
m31: any,
m02: any,
m12: any,
m22: any,
m32: any,
m03: any,
m13: any,
m23: any,
m33: any
): this;
setRowMajor(
m00: any,
m01: any,
m02: any,
m03: any,
m10: any,
m11: any,
m12: any,
m13: any,
m20: any,
m21: any,
m22: any,
m23: any,
m30: any,
m31: any,
m32: any,
m33: any
): this;
toRowMajor(result: any): any;
identity(): this;
fromQuaternion(q: any): this;
frustum({
left,
right,
bottom,
top,
near,
far,
}: {
left: any;
right: any;
bottom: any;
top: any;
near: any;
far: any;
}): this;
static _computeInfinitePerspectiveOffCenter(
result: any,
left: any,
right: any,
bottom: any,
top: any,
near: any
): any;
lookAt(eye: any, center: any, up: any): this;
ortho({
left,
right,
bottom,
top,
near,
far,
}: {
left: any;
right: any;
bottom: any;
top: any;
near?: number;
far?: number;
}): this;
orthographic({
fovy,
aspect,
focalDistance,
near,
far,
}: {
fovy?: number;
aspect?: number;
focalDistance?: number;
near?: number;
far?: number;
}): any;
perspective({
fovy,
fov, // DEPRECATED
aspect,
near,
far,
}?: {
fovy: any;
fov?: number;
aspect?: number;
near?: number;
far?: number;
}): this;
determinant(): any;
getScale(result?: number[]): number[];
getTranslation(result?: number[]): number[];
getRotation(result?: number[], scaleResult?: any): number[];
getRotationMatrix3(result?: number[], scaleResult?: any): number[];
transpose(): this;
invert(): this;
multiplyLeft(a: any): this;
multiplyRight(a: any): this;
rotateX(radians: any): this;
rotateY(radians: any): this;
rotateZ(radians: any): this;
rotateXYZ([rx, ry, rz]: [any, any, any]): this;
rotateAxis(radians: any, axis: any): this;
scale(factor: any): this;
translate(vec: any): this;
transform(vector: any, result: any): any;
transformAsPoint(vector: any, result: any): any;
transformAsVector(vector: any, result: any): any;
makeRotationX(radians: any): this;
makeTranslation(x: any, y: any, z: any): this;
transformPoint(vector: any, result: any): any;
transformVector(vector: any, result: any): any;
transformDirection(vector: any, result: any): any;
}
}
declare module '@math.gl/core/classes/quaternion' {
import MathArray from '@math.gl/core/classes/base/math-array';
export default class Quaternion extends MathArray {
constructor(x?: number, y?: number, z?: number, w?: number);
copy(array: any): this;
set(x: any, y: any, z: any, w: any): this;
fromMatrix3(m: any): this;
identity(): this;
fromAxisRotation(axis: any, rad: any): this;
setAxisAngle(axis: any, rad: any): this;
get ELEMENTS(): number;
get x(): any;
set x(value: any);
get y(): any;
set y(value: any);
get z(): any;
set z(value: any);
get w(): any;
set w(value: any);
len(): any;
lengthSquared(a: any): any;
dot(a: any, b: any): any;
rotationTo(vectorA: any, vectorB: any): this;
add(a: any, b: any): this;
calculateW(): this;
conjugate(): this;
invert(): this;
lerp(a: any, b: any, t: any): this;
multiplyRight(a: any, b: any): this;
multiplyLeft(a: any, b: any): this;
normalize(): this;
rotateX(rad: any): this;
rotateY(rad: any): this;
rotateZ(rad: any): this;
scale(b: any): this;
slerp(start: any, target: any, ratio: any): this;
transformVector4(vector: any, result?: any): any;
lengthSq(): any;
setFromAxisAngle(axis: any, rad: any): this;
premultiply(a: any, b: any): this;
multiply(a: any, b: any): this;
}
}
declare module '@math.gl/core/lib/math-utils' {
const _default: {
EPSILON1: number;
EPSILON2: number;
EPSILON3: number;
EPSILON4: number;
EPSILON5: number;
EPSILON6: number;
EPSILON7: number;
EPSILON8: number;
EPSILON9: number;
EPSILON10: number;
EPSILON11: number;
EPSILON12: number;
EPSILON13: number;
EPSILON14: number;
EPSILON15: number;
EPSILON16: number;
EPSILON17: number;
EPSILON18: number;
EPSILON19: number;
EPSILON20: number;
PI_OVER_TWO: number;
PI_OVER_FOUR: number;
PI_OVER_SIX: number;
TWO_PI: number;
};
export default _default;
}
declare module '@math.gl/core/classes/spherical-coordinates' {
import Vector3 from '@math.gl/core/classes/vector3';
export default class SphericalCoordinates {
/**
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
* The poles (phi) are at the positive and negative y axis.
* The equator starts at positive z.
* @class
* @param {Number} phi=0 - rotation around X (latitude)
* @param {Number} theta=0 - rotation around Y (longitude)
* @param {Number} radius=1 - Distance from center
*/
constructor({
phi,
theta,
radius,
bearing,
pitch,
altitude,
radiusScale,
}?: {
phi: any;
theta: any;
radius: any;
bearing: any;
pitch: any;
altitude: any;
radiusScale?: number;
});
toString(): any;
formatString({ printTypes, printDegrees }: { printTypes: any; printDegrees: any }): string;
equals(other: any): any;
exactEquals(other: any): boolean;
get bearing(): number;
set bearing(v: number);
get pitch(): any;
set pitch(v: any);
get longitude(): any;
get latitude(): any;
get lng(): any;
get lat(): any;
get z(): number;
set(radius: any, phi: any, theta: any): this;
clone(): any;
copy(other: any): this;
fromLngLatZ([lng, lat, z]: [any, any, any]): void;
fromVector3(v: any): this;
toVector3(): Vector3;
makeSafe(): void;
check(): this;
}
}
declare module '@math.gl/core/classes/euler' {
import MathArray from '@math.gl/core/classes/base/math-array';
import Quaternion from '@math.gl/core/classes/quaternion';
export default class Euler extends MathArray {
static get ZYX(): number;
static get YXZ(): number;
static get XZY(): number;
static get ZXY(): number;
static get YZX(): number;
static get XYZ(): number;
static get RollPitchYaw(): number;
static get DefaultOrder(): number;
static get RotationOrders(): string[];
static rotationOrder(order: any): string;
get ELEMENTS(): number;
constructor(x?: number, y?: number, z?: number, order?: number);
fromQuaternion(quaternion: any): Euler;
copy(array: any): this;
set(x: number, y: number, z: number, order: any): this;
validate(): boolean;
toArray(array?: any[], offset?: number): any[];
toArray4(array?: any[], offset?: number): any[];
toVector3(result?: number[]): number[];
get x(): any;
set x(value: any);
get y(): any;
set y(value: any);
get z(): any;
set z(value: any);
get alpha(): any;
set alpha(value: any);
get beta(): any;
set beta(value: any);
get gamma(): any;
set gamma(value: any);
get phi(): any;
set phi(value: any);
get theta(): any;
set theta(value: any);
get psi(): any;
set psi(value: any);
get roll(): any;
set roll(value: any);
get pitch(): any;
set pitch(value: any);
get yaw(): any;
set yaw(value: any);
get order(): any;
set order(value: any);
fromVector3(v: any, order: any): this;
fromArray(array: any, offset?: number): this;
fromRollPitchYaw(roll: any, pitch: any, yaw: any): this;
fromRotationMatrix(m: any, order?: number): this;
getRotationMatrix(m: any): any;
getQuaternion(): Quaternion;
_fromRotationMatrix(m: any, order?: number): this;
_getRotationMatrix(result: any): any;
toQuaternion(): Quaternion;
}
}
declare module '@math.gl/core/classes/pose' {
export default class Pose {
/**
* A pose contains both rotation and rotations.
* Note that every single pose defines its own coordinate system
* (with the position of the pose in the origin, and zero rotations).
* These "pose relative" coordinate will be centered on the defining
* pose's position and with with the defining pose's orientation
* aligned with axis.
*/
constructor({
x,
y,
z,
roll,
pitch,
yaw,
position,
orientation,
}?: {
x?: number;
y?: number;
z?: number;
roll?: number;
pitch?: number;
yaw?: number;
position: any;
orientation: any;
});
get x(): any;
set x(value: any);
get y(): any;
set y(value: any);
get z(): any;
set z(value: any);
get roll(): any;
set roll(value: any);
get pitch(): any;
set pitch(value: any);
get yaw(): any;
set yaw(value: any);
getPosition(): any;
getOrientation(): any;
equals(pose: any): any;
exactEquals(pose: any): any;
getTransformationMatrix(): any;
getTransformationMatrixFromPose(pose: any): any;
getTransformationMatrixToPose(pose: any): any;
}
}
declare module '@math.gl/core/addons/polygon' {
export default class Polygon {
constructor(points: any);
getSignedArea(): number;
getArea(): number;
getWindingDirection(): number;
forEachSegment(visitor: any): void;
}
}
declare module '@math.gl/core' {
export { default as Vector2 } from '@math.gl/core/classes/vector2';
export { default as Vector3 } from '@math.gl/core/classes/vector3';
export { default as Vector4 } from '@math.gl/core/classes/vector4';
export { default as Matrix3 } from '@math.gl/core/classes/matrix3';
export { default as Matrix4 } from '@math.gl/core/classes/matrix4';
export { default as Quaternion } from '@math.gl/core/classes/quaternion';
export {
config,
configure,
formatValue,
isArray,
clone,
equals,
exactEquals,
toRadians,
toDegrees,
radians,
degrees,
sin,
cos,
tan,
asin,
acos,
atan,
clamp,
lerp,
withEpsilon as _withEpsilon,
} from '@math.gl/core/lib/common';
export { checkNumber } from '@math.gl/core/lib/validators';
export { default as _MathUtils } from '@math.gl/core/lib/math-utils';
export { default as _SphericalCoordinates } from '@math.gl/core/classes/spherical-coordinates';
export { default as _Pose } from '@math.gl/core/classes/pose';
export { default as _Euler } from '@math.gl/core/classes/euler';
export { default as _Polygon } from '@math.gl/core/addons/polygon';
export { default as assert } from '@math.gl/core/lib/assert';
}