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@lightningjs/renderer

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import { type FOV, type Float32ArrayLen16, type NumberArrayLen16 } from './common.js'; import type { Vec3 } from './vec3.js'; import type { Quat } from './quat.js'; import type { Quat2 } from './quat2.js'; export type Mat4 = Float32ArrayLen16 | NumberArrayLen16; /** * Creates a new identity Mat4 * * @returns {Mat4} a new 4x4 matrix */ export declare function create(): Mat4; /** * Creates a new Mat4 initialized with values from an existing matrix * * @param {Mat4} a matrix to clone * @returns {Mat4} a new 4x4 matrix */ export declare function clone(a: Mat4): Mat4; /** * Copy the values from one Mat4 to another * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export declare function 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 */ export declare function 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 */ export declare function 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 {Mat4} out the receiving matrix * @returns {Mat4} out */ export declare function identity(out: Mat4): Mat4; /** * Transpose the values of a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export declare function transpose(out: Mat4, a: Mat4): Mat4; /** * Inverts a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export declare function invert(out: Mat4, a: Mat4): Mat4 | null; /** * Calculates the adjugate of a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export declare function adjoint(out: Mat4, a: Mat4): Mat4; /** * Calculates the determinant of a Mat4 * * @param {Mat4} a the source matrix * @returns {Number} determinant of a */ export declare function determinant(a: Mat4): number; /** * Multiplies two Mat4s * * @param {Mat4} out the receiving matrix * @param {Mat4} a the first operand * @param {Mat4} b the second operand * @returns {Mat4} out */ export declare function multiply(out: Mat4, a: Mat4, b: Mat4): Mat4; /** * Translate a Mat4 by the given vector * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to translate * @param {Vec3} v vector to translate by * @returns {Mat4} out */ export declare function translate(out: Mat4, a: Mat4, v: Vec3): Mat4; /** * Scales the Mat4 by the dimensions in the given Vec3 not using vectorization * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to scale * @param {Vec3} v the Vec3 to scale the matrix by * @returns {Mat4} out **/ export declare function scale(out: Mat4, a: Mat4, v: Mat4): Mat4; /** * Rotates a Mat4 by the given angle around the given axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @param {Vec3} axis the axis to rotate around * @returns {Mat4} out */ export declare function rotate(out: Mat4, a: Mat4, rad: number, axis: Vec3): Mat4 | null; /** * Rotates a matrix by the given angle around the X axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export declare function rotateX(out: Mat4, a: Mat4, rad: number): Mat4; /** * Rotates a matrix by the given angle around the Y axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export declare function rotateY(out: Mat4, a: Mat4, rad: number): Mat4; /** * Rotates a matrix by the given angle around the Z axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export declare function 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 */ export declare function 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 */ export declare function 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 */ export declare function fromRotation(out: Mat4, rad: number, axis: Vec3): Mat4 | null; /** * 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 */ export declare function 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 */ export declare function 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 */ export declare function 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); * let quatMat = Mat4.create(); * quat4.toMat4(quat, quatMat); * Mat4.multiply(dest, quatMat); * * @param {Mat4} out Mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {Vec3} v Translation vector * @returns {Mat4} out */ export declare function fromRotationTranslation(out: Mat4, q: Quat | Quat2, v: Vec3): Mat4; /** * Creates a new Mat4 from a dual quat. * * @param {Mat4} out Matrix * @param {Quat2} a Dual Quaternion * @returns {Mat4} Mat4 receiving operation result */ export declare function fromQuat2(out: Mat4, a: Quat2): 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 */ export declare function getTranslation(out: Vec3, mat: Mat4): Vec3; /** * Returns the scaling factor component of a transformation * matrix. If a matrix is built with fromRotationTranslationScale * with a normalized Quaternion paramter, the returned vector will be * the same as the scaling vector * originally supplied. * @param {Vec3} out Vector to receive scaling factor component * @param {Mat4} mat Matrix to be decomposed (input) * @return {Vec3} out */ export declare function getScaling(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 */ export declare function getRotation(out: Quat, mat: Mat4): Quat; /** * Decomposes a transformation matrix into its rotation, translation * and scale components. Returns only the rotation component * @param {quat} out_r Quaternion to receive the rotation component * @param {Vec3} out_t Vector to receive the translation vector * @param {Vec3} out_s Vector to receive the scaling factor * @param {Mat4} mat Matrix to be decomposed (input) * @returns {quat} out_r */ export declare function decompose(out_r: Quat, out_t: Vec3, out_s: Vec3, 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); * let quatMat = Mat4.create(); * quat4.toMat4(quat, quatMat); * Mat4.multiply(dest, quatMat); * Mat4.scale(dest, scale) * * @param {Mat4} out Mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {Vec3} v Translation vector * @param {Vec3} s Scaling vector * @returns {Mat4} out */ export declare function 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); * let 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 {quat4} 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 */ export declare function 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 */ export declare function fromQuat(out: Mat4, q: Quat): Mat4; /** * Generates a frustum matrix with the given bounds * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Number} left Left bound of the frustum * @param {Number} right Right bound of the frustum * @param {Number} bottom Bottom bound of the frustum * @param {Number} top Top bound of the frustum * @param {Number} near Near bound of the frustum * @param {Number} far Far bound of the frustum * @returns {Mat4} out */ export declare function 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. * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1], * which matches WebGL/OpenGL's clip volume. * Passing null/undefined/no value for far will generate infinite projection matrix. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} fovy Vertical field of view in radians * @param {number} aspect Aspect ratio. typically viewport width/height * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum, can be null or Infinity * @returns {Mat4} out */ export declare function perspectiveNO(out: Mat4, fovy: number, aspect: number, near: number, far: number): Mat4; /** * Alias for {@link perspectiveNO} * @function */ export declare const perspective: typeof perspectiveNO; /** * Generates a perspective projection matrix suitable for WebGPU with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1], * which matches WebGPU/Vulkan/DirectX/Metal's clip volume. * Passing null/undefined/no value for far will generate infinite projection matrix. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} fovy Vertical field of view in radians * @param {number} aspect Aspect ratio. typically viewport width/height * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum, can be null or Infinity * @returns {Mat4} out */ export declare function perspectiveZO(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 experiemental 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 */ export declare function perspectiveFromFieldOfView(out: Mat4, fov: FOV, near: number, far: number): Mat4; /** * Generates a orthogonal projection matrix with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1], * which matches WebGL/OpenGL's clip volume. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} left Left bound of the frustum * @param {number} right Right bound of the frustum * @param {number} bottom Bottom bound of the frustum * @param {number} top Top bound of the frustum * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {Mat4} out */ export declare function orthoNO(out: Mat4, left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4; /** * Alias for {@link orthoNO} * @function */ export declare const ortho: typeof orthoNO; /** * Generates a orthogonal projection matrix with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1], * which matches WebGPU/Vulkan/DirectX/Metal's clip volume. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} left Left bound of the frustum * @param {number} right Right bound of the frustum * @param {number} bottom Bottom bound of the frustum * @param {number} top Top bound of the frustum * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {Mat4} out */ export declare function orthoZO(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. * If you want a matrix that actually makes an object look at another object, you should use targetTo instead. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Vec3} eye Position of the viewer * @param {Vec3} center Point the viewer is looking at * @param {Vec3} up Vec3 pointing up * @returns {Mat4} out */ export declare function lookAt(out: Mat4, eye: Vec3, center: Vec3, up: Vec3): Mat4; /** * Generates a matrix that makes something look at something else. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Vec3} eye Position of the viewer * @param {Vec3} center Point the viewer is looking at * @param {Vec3} up Vec3 pointing up * @returns {Mat4} out */ export declare function targetTo(out: Mat4, eye: Vec3, target: Vec3, up: Vec3): Mat4; /** * Returns a string representation of a Mat4 * * @param {Mat4} a matrix to represent as a string * @returns {String} string representation of the matrix */ export declare function str(a: Mat4): string; /** * Returns Frobenius norm of a Mat4 * * @param {Mat4} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ export declare function 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 */ export declare function 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 */ export declare function subtract(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 */ export declare function 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 */ export declare function 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. */ export declare function 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. */ export declare function equals(a: Mat4, b: Mat4): boolean; /** * Alias for {@link multiply} * @function */ export declare const mul: typeof multiply; /** * Alias for {@link subtract} * @function */ export declare const sub: typeof subtract;