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@osbjs/math

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import { Matrix3 } from './Matrix3'; import { Matrix4 } from './Matrix4'; import { Quaternion } from './Quaternion'; export declare class Vector3 { x: number; y: number; z: number; static One: Vector3; static Unitx: Vector3; static Unity: Vector3; static Unitz: Vector3; static zero: Vector3; constructor(x?: number, y?: number, z?: number); equals(v: Vector3): boolean; clone(): Vector3; distanceTo(v: Vector3): number; distanceToSqr(v: Vector3): number; length(): number; lengthSqr(): number; angleTo(v: Vector3): number; static add(v1: Vector3, v2: Vector3): Vector3; static sub(v1: Vector3, v2: Vector3): Vector3; static multiply(v1: Vector3, v2: Vector3): Vector3; static divide(v1: Vector3, v2: Vector3): Vector3; static addScalar(v: Vector3, s: number): Vector3; static subScalar(v: Vector3, s: number): Vector3; static multiplyScalar(v: Vector3, s: number): Vector3; static divideScalar(v: Vector3, s: number): Vector3; static applyQuat(v: Vector3, q: Quaternion): Vector3; static applyMat4(v: Vector3, m: Matrix4): Vector3; static applyMat3(v: Vector3, m: Matrix3): Vector3; static lerp(v1: Vector3, v2: Vector3, alpha: number): Vector3; static max(v1: Vector3, v2: Vector3): Vector3; static min(v1: Vector3, v2: Vector3): Vector3; static dot(v1: Vector3, v2: Vector3): number; static cross(v1: Vector3, v2: Vector3): Vector3; static negate(v: Vector3): Vector3; static normalize(v: Vector3): Vector3; static abs(v: Vector3): Vector3; static reflect(v: Vector3, normal: Vector3): Vector3; static clamp(v: Vector3, min: Vector3, max: Vector3): Vector3; }