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@osbjs/math

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import { Quaternion } from '.'; import { Matrix3 } from './Matrix3'; import { Matrix4 } from './Matrix4'; export declare class Vector2 { x: number; y: number; static One: Vector2; static Unitx: Vector2; static Unity: Vector2; static zero: Vector2; constructor(x?: number, y?: number); equals(v: Vector2): boolean; clone(): Vector2; length(): number; lengthSqr(): number; distanceToSqr(v: Vector2): number; distanceTo(v: Vector2): number; angle(): number; static add(v1: Vector2, v2: Vector2): Vector2; static sub(v1: Vector2, v2: Vector2): Vector2; static multiply(v1: Vector2, v2: Vector2): Vector2; static divide(v1: Vector2, v2: Vector2): Vector2; static addScalar(v: Vector2, s: number): Vector2; static subScalar(v: Vector2, s: number): Vector2; static multiplyScalar(v: Vector2, s: number): Vector2; static divideScalar(v: Vector2, s: number): Vector2; static dot(v1: Vector2, v2: Vector2): number; static cross(v1: Vector2, v2: Vector2): number; static normalize(v: Vector2): Vector2; static lerp(v1: Vector2, v2: Vector2, alpha: number): Vector2; static max(v1: Vector2, v2: Vector2): Vector2; static min(v1: Vector2, v2: Vector2): Vector2; static clamp(v: Vector2, min: Vector2, max: Vector2): Vector2; static negate(v: Vector2): Vector2; static abs(v: Vector2): Vector2; static applyMat3(v: Vector2, m: Matrix3): Vector2; static applyMat4(v: Vector2, m: Matrix4): Vector2; static applyQuat(v: Vector2, q: Quaternion): Vector2; }