arcade-physics
Version:
Use Arcade Physics without Phaser.
197 lines • 5.78 kB
TypeScript
export default Matrix3;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @classdesc
* A three-dimensional matrix.
*
* Defaults to the identity matrix when instantiated.
*
* @class Matrix3
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
*/
declare class Matrix3 {
constructor(m: any);
/**
* The matrix values.
*
* @name Phaser.Math.Matrix3#val
* @type {Float32Array}
* @since 3.0.0
*/
val: Float32Array;
/**
* Make a clone of this Matrix3.
*
* @method Phaser.Math.Matrix3#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} A clone of this Matrix3.
*/
clone(): Phaser.Math.Matrix3;
/**
* This method is an alias for `Matrix3.copy`.
*
* @method Phaser.Math.Matrix3#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
set(src: Phaser.Math.Matrix3): Phaser.Math.Matrix3;
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix3#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
copy(src: Phaser.Math.Matrix3): Phaser.Math.Matrix3;
/**
* Copy the values of a given Matrix4 into this Matrix3.
*
* @method Phaser.Math.Matrix3#fromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromMat4(m: Phaser.Math.Matrix4): Phaser.Math.Matrix3;
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix3#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromArray(a: any[]): Phaser.Math.Matrix3;
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix3#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
identity(): Phaser.Math.Matrix3;
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix3#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
transpose(): Phaser.Math.Matrix3;
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix3#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
invert(): Phaser.Math.Matrix3;
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix3#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
adjoint(): Phaser.Math.Matrix3;
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix3#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant(): number;
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix3#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
multiply(src: Phaser.Math.Matrix3): Phaser.Math.Matrix3;
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix3#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
translate(v: (Phaser.Math.Vector2 | Phaser.Math.Vector3 | Phaser.Math.Vector4)): Phaser.Math.Matrix3;
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix3#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
rotate(rad: number): Phaser.Math.Matrix3;
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x` and `y` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix3#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
scale(v: (Phaser.Math.Vector2 | Phaser.Math.Vector3 | Phaser.Math.Vector4)): Phaser.Math.Matrix3;
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix3#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromQuat(q: Phaser.Math.Quaternion): Phaser.Math.Matrix3;
/**
* Set the values of this Matrix3 to be normalized from the given Matrix4.
*
* @method Phaser.Math.Matrix3#normalFromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - The Matrix4 to normalize the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
normalFromMat4(m: Phaser.Math.Matrix4): Phaser.Math.Matrix3;
}
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