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gl-matrix

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Javascript Matrix and Vector library for High Performance WebGL apps

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declare module "gl-matrix" { interface IndexedCollection extends Iterable<number> { readonly length: number; [index: number]: number; } // prettier-ignore export type mat2 = | [number, number, number, number] | IndexedCollection; // prettier-ignore export type mat2d = | [number, number, number, number, number, number] | IndexedCollection; // prettier-ignore export type mat3 = | [number, number, number, number, number, number, number, number, number] | IndexedCollection; // prettier-ignore export type mat4 = | [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | IndexedCollection; export type quat = [number, number, number, number] | IndexedCollection; // prettier-ignore export type quat2 = | [number, number, number, number, number, number, number, number] | IndexedCollection; export type vec2 = [number, number] | IndexedCollection; export type vec3 = [number, number, number] | IndexedCollection; export type vec4 = [number, number, number, number] | IndexedCollection; // prettier-ignore export type ReadonlyMat2 = | readonly [ number, number, number, number ] | IndexedCollection; // prettier-ignore export type ReadonlyMat2d = | readonly [ number, number, number, number, number, number ] | IndexedCollection; // prettier-ignore export type ReadonlyMat3 = | readonly [ number, number, number, number, number, number, number, number, number ] | IndexedCollection; // prettier-ignore export type ReadonlyMat4 = | readonly [ number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number ] | IndexedCollection; export type ReadonlyQuat = | readonly [number, number, number, number] | IndexedCollection; export type ReadonlyQuat2 = | readonly [number, number, number, number, number, number, number, number] | IndexedCollection; export type ReadonlyVec2 = readonly [number, number] | IndexedCollection; export type ReadonlyVec3 = readonly [number, number, number] | IndexedCollection; export type ReadonlyVec4 = | readonly [number, number, number, number] | IndexedCollection; export namespace glMatrix { /** * Symmetric round * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background * * @param {Number} a value to round */ export function round(a: number): number; /** * Sets the type of array used when creating new vectors and matrices * * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array */ export function setMatrixArrayType(type: Float32ArrayConstructor | ArrayConstructor): void; /** * Convert Degree To Radian * * @param {Number} a Angle in Degrees */ export function toRadian(a: number): number; /** * Convert Radian To Degree * * @param {Number} a Angle in Radians */ export function toDegree(a: number): number; /** * Tests whether or not the arguments have approximately the same value, within an absolute * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less * than or equal to 1.0, and a relative tolerance is used for larger values) * * @param {Number} a The first number to test. * @param {Number} b The second number to test. * @param {Number} tolerance Absolute or relative tolerance (default glMatrix.EPSILON) * @returns {Boolean} True if the numbers are approximately equal, false otherwise. */ export function equals(a: number, b: number, tolerance?: number): boolean; /** * Common utilities * @module glMatrix */ export const EPSILON: 0.000001; export let ARRAY_TYPE: ArrayConstructor | Float32ArrayConstructor; export let RANDOM: () => number; export let ANGLE_ORDER: string; } export namespace mat2 { /** * 2x2 Matrix * @module mat2 */ /** * Creates a new identity mat2 * * @returns {mat2} a new 2x2 matrix */ export function create(): mat2; /** * Creates a new mat2 initialized with values from an existing matrix * * @param {ReadonlyMat2} a matrix to clone * @returns {mat2} a new 2x2 matrix */ export function clone(a: ReadonlyMat2): mat2; /** * Copy the values from one mat2 to another * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the source matrix * @returns {mat2} out */ export function copy(out: mat2, a: ReadonlyMat2): mat2; /** * Set a mat2 to the identity matrix * * @param {mat2} out the receiving matrix * @returns {mat2} out */ export function identity(out: mat2): mat2; /** * Create a new mat2 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} m10 Component in column 1, row 0 position (index 2) * @param {Number} m11 Component in column 1, row 1 position (index 3) * @returns {mat2} out A new 2x2 matrix */ export function fromValues(m00: number, m01: number, m10: number, m11: number): mat2; /** * Set the components of a mat2 to the given values * * @param {mat2} 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} m10 Component in column 1, row 0 position (index 2) * @param {Number} m11 Component in column 1, row 1 position (index 3) * @returns {mat2} out */ export function set(out: mat2, m00: number, m01: number, m10: number, m11: number): mat2; /** * Transpose the values of a mat2 * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the source matrix * @returns {mat2} out */ export function transpose(out: mat2, a: ReadonlyMat2): mat2; /** * Inverts a mat2 * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the source matrix * @returns {mat2 | null} out, or null if source matrix is not invertible */ export function invert(out: mat2, a: ReadonlyMat2): mat2 | null; /** * Calculates the adjugate of a mat2 * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the source matrix * @returns {mat2} out */ export function adjoint(out: mat2, a: ReadonlyMat2): mat2; /** * Calculates the determinant of a mat2 * * @param {ReadonlyMat2} a the source matrix * @returns {Number} determinant of a */ export function determinant(a: ReadonlyMat2): number; /** * Multiplies two mat2's * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @returns {mat2} out */ export function multiply(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2): mat2; /** * Rotates a mat2 by the given angle * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat2} out */ export function rotate(out: mat2, a: ReadonlyMat2, rad: number): mat2; /** * Scales the mat2 by the dimensions in the given vec2 * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the matrix to rotate * @param {ReadonlyVec2} v the vec2 to scale the matrix by * @returns {mat2} out **/ export function scale(out: mat2, a: ReadonlyMat2, v: ReadonlyVec2): mat2; /** * Creates a matrix from a given angle * This is equivalent to (but much faster than): * * mat2.identity(dest); * mat2.rotate(dest, dest, rad); * * @param {mat2} out mat2 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {mat2} out */ export function fromRotation(out: mat2, rad: number): mat2; /** * Creates a matrix from a vector scaling * This is equivalent to (but much faster than): * * mat2.identity(dest); * mat2.scale(dest, dest, vec); * * @param {mat2} out mat2 receiving operation result * @param {ReadonlyVec2} v Scaling vector * @returns {mat2} out */ export function fromScaling(out: mat2, v: ReadonlyVec2): mat2; /** * Returns a string representation of a mat2 * * @param {ReadonlyMat2} a matrix to represent as a string * @returns {String} string representation of the matrix */ export function str(a: ReadonlyMat2): string; /** * Returns Frobenius norm of a mat2 * * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ export function frob(a: ReadonlyMat2): number; /** * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix * @param {ReadonlyMat2} L the lower triangular matrix * @param {ReadonlyMat2} D the diagonal matrix * @param {ReadonlyMat2} U the upper triangular matrix * @param {ReadonlyMat2} a the input matrix to factorize */ export function LDU(L: ReadonlyMat2, D: ReadonlyMat2, U: ReadonlyMat2, a: ReadonlyMat2): ReadonlyMat2[]; /** * Adds two mat2's * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @returns {mat2} out */ export function add(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2): mat2; /** * Subtracts matrix b from matrix a * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @returns {mat2} out */ export function subtract(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2): mat2; /** * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyMat2} a The first matrix. * @param {ReadonlyMat2} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function exactEquals(a: ReadonlyMat2, b: ReadonlyMat2): boolean; /** * Returns whether or not the matrices have approximately the same elements in the same position. * * @param {ReadonlyMat2} a The first matrix. * @param {ReadonlyMat2} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function equals(a: ReadonlyMat2, b: ReadonlyMat2): boolean; /** * Multiply each element of the matrix by a scalar. * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the matrix to scale * @param {Number} b amount to scale the matrix's elements by * @returns {mat2} out */ export function multiplyScalar(out: mat2, a: ReadonlyMat2, b: number): mat2; /** * Adds two mat2's after multiplying each element of the second operand by a scalar value. * * @param {mat2} out the receiving vector * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @param {Number} scale the amount to scale b's elements by before adding * @returns {mat2} out */ export function multiplyScalarAndAdd(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2, scale: number): mat2; /** * Multiplies two mat2's * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @returns {mat2} out */ export function mul(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2): mat2; /** * Subtracts matrix b from matrix a * * @param {mat2} out the receiving matrix * @param {ReadonlyMat2} a the first operand * @param {ReadonlyMat2} b the second operand * @returns {mat2} out */ export function sub(out: mat2, a: ReadonlyMat2, b: ReadonlyMat2): mat2; } export namespace mat2d { /** * 2x3 Matrix * @module mat2d * @description * A mat2d contains six elements defined as: * <pre> * [a, b, * c, d, * tx, ty] * </pre> * This is a short form for the 3x3 matrix: * <pre> * [a, b, 0, * c, d, 0, * tx, ty, 1] * </pre> * The last column is ignored so the array is shorter and operations are faster. */ /** * Creates a new identity mat2d * * @returns {mat2d} a new 2x3 matrix */ export function create(): mat2d; /** * Creates a new mat2d initialized with values from an existing matrix * * @param {ReadonlyMat2d} a matrix to clone * @returns {mat2d} a new 2x3 matrix */ export function clone(a: ReadonlyMat2d): mat2d; /** * Copy the values from one mat2d to another * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the source matrix * @returns {mat2d} out */ export function copy(out: mat2d, a: ReadonlyMat2d): mat2d; /** * Set a mat2d to the identity matrix * * @param {mat2d} out the receiving matrix * @returns {mat2d} out */ export function identity(out: mat2d): mat2d; /** * Create a new mat2d with the given values * * @param {Number} a Component A (index 0) * @param {Number} b Component B (index 1) * @param {Number} c Component C (index 2) * @param {Number} d Component D (index 3) * @param {Number} tx Component TX (index 4) * @param {Number} ty Component TY (index 5) * @returns {mat2d} A new mat2d */ export function fromValues(a: number, b: number, c: number, d: number, tx: number, ty: number): mat2d; /** * Set the components of a mat2d to the given values * * @param {mat2d} out the receiving matrix * @param {Number} a Component A (index 0) * @param {Number} b Component B (index 1) * @param {Number} c Component C (index 2) * @param {Number} d Component D (index 3) * @param {Number} tx Component TX (index 4) * @param {Number} ty Component TY (index 5) * @returns {mat2d} out */ export function set(out: mat2d, a: number, b: number, c: number, d: number, tx: number, ty: number): mat2d; /** * Inverts a mat2d * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the source matrix * @returns {mat2d | null} out, or null if source matrix is not invertible */ export function invert(out: mat2d, a: ReadonlyMat2d): mat2d | null; /** * Calculates the determinant of a mat2d * * @param {ReadonlyMat2d} a the source matrix * @returns {Number} determinant of a */ export function determinant(a: ReadonlyMat2d): number; /** * Multiplies two mat2d's * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ export function multiply(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d): mat2d; /** * Rotates a mat2d by the given angle * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat2d} out */ export function rotate(out: mat2d, a: ReadonlyMat2d, rad: number): mat2d; /** * Scales the mat2d by the dimensions in the given vec2 * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to translate * @param {ReadonlyVec2} v the vec2 to scale the matrix by * @returns {mat2d} out **/ export function scale(out: mat2d, a: ReadonlyMat2d, v: ReadonlyVec2): mat2d; /** * Translates the mat2d by the dimensions in the given vec2 * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to translate * @param {ReadonlyVec2} v the vec2 to translate the matrix by * @returns {mat2d} out **/ export function translate(out: mat2d, a: ReadonlyMat2d, v: ReadonlyVec2): mat2d; /** * Creates a matrix from a given angle * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.rotate(dest, dest, rad); * * @param {mat2d} out mat2d receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {mat2d} out */ export function fromRotation(out: mat2d, rad: number): mat2d; /** * Creates a matrix from a vector scaling * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.scale(dest, dest, vec); * * @param {mat2d} out mat2d receiving operation result * @param {ReadonlyVec2} v Scaling vector * @returns {mat2d} out */ export function fromScaling(out: mat2d, v: ReadonlyVec2): mat2d; /** * Creates a matrix from a vector translation * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.translate(dest, dest, vec); * * @param {mat2d} out mat2d receiving operation result * @param {ReadonlyVec2} v Translation vector * @returns {mat2d} out */ export function fromTranslation(out: mat2d, v: ReadonlyVec2): mat2d; /** * Returns a string representation of a mat2d * * @param {ReadonlyMat2d} a matrix to represent as a string * @returns {String} string representation of the matrix */ export function str(a: ReadonlyMat2d): string; /** * Returns Frobenius norm of a mat2d * * @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ export function frob(a: ReadonlyMat2d): number; /** * Adds two mat2d's * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ export function add(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d): mat2d; /** * Subtracts matrix b from matrix a * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ export function subtract(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d): mat2d; /** * Multiply each element of the matrix by a scalar. * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to scale * @param {Number} b amount to scale the matrix's elements by * @returns {mat2d} out */ export function multiplyScalar(out: mat2d, a: ReadonlyMat2d, b: number): mat2d; /** * Adds two mat2d's after multiplying each element of the second operand by a scalar value. * * @param {mat2d} out the receiving vector * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @param {Number} scale the amount to scale b's elements by before adding * @returns {mat2d} out */ export function multiplyScalarAndAdd(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d, scale: number): mat2d; /** * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyMat2d} a The first matrix. * @param {ReadonlyMat2d} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function exactEquals(a: ReadonlyMat2d, b: ReadonlyMat2d): boolean; /** * Returns whether or not the matrices have approximately the same elements in the same position. * * @param {ReadonlyMat2d} a The first matrix. * @param {ReadonlyMat2d} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function equals(a: ReadonlyMat2d, b: ReadonlyMat2d): boolean; /** * Multiplies two mat2d's * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ export function mul(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d): mat2d; /** * Subtracts matrix b from matrix a * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ export function sub(out: mat2d, a: ReadonlyMat2d, b: ReadonlyMat2d): mat2d; } export namespace mat3 { /** * 3x3 Matrix * @module mat3 */ /** * Creates a new identity mat3 * * @returns {mat3} a new 3x3 matrix */ export function create(): mat3; /** * Copies the upper-left 3x3 values into the given mat3. * * @param {mat3} out the receiving 3x3 matrix * @param {ReadonlyMat4} a the source 4x4 matrix * @returns {mat3} out */ export function fromMat4(out: mat3, a: ReadonlyMat4): mat3; /** * Creates a new mat3 initialized with values from an existing matrix * * @param {ReadonlyMat3} a matrix to clone * @returns {mat3} a new 3x3 matrix */ export function clone(a: ReadonlyMat3): mat3; /** * Copy the values from one mat3 to another * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the source matrix * @returns {mat3} out */ export function copy(out: mat3, a: ReadonlyMat3): mat3; /** * Create a new mat3 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} m10 Component in column 1, row 0 position (index 3) * @param {Number} m11 Component in column 1, row 1 position (index 4) * @param {Number} m12 Component in column 1, row 2 position (index 5) * @param {Number} m20 Component in column 2, row 0 position (index 6) * @param {Number} m21 Component in column 2, row 1 position (index 7) * @param {Number} m22 Component in column 2, row 2 position (index 8) * @returns {mat3} A new mat3 */ export function fromValues(m00: number, m01: number, m02: number, m10: number, m11: number, m12: number, m20: number, m21: number, m22: number): mat3; /** * Set the components of a mat3 to the given values * * @param {mat3} 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} m10 Component in column 1, row 0 position (index 3) * @param {Number} m11 Component in column 1, row 1 position (index 4) * @param {Number} m12 Component in column 1, row 2 position (index 5) * @param {Number} m20 Component in column 2, row 0 position (index 6) * @param {Number} m21 Component in column 2, row 1 position (index 7) * @param {Number} m22 Component in column 2, row 2 position (index 8) * @returns {mat3} out */ export function set(out: mat3, m00: number, m01: number, m02: number, m10: number, m11: number, m12: number, m20: number, m21: number, m22: number): mat3; /** * Set a mat3 to the identity matrix * * @param {mat3} out the receiving matrix * @returns {mat3} out */ export function identity(out: mat3): mat3; /** * Transpose the values of a mat3 * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the source matrix * @returns {mat3} out */ export function transpose(out: mat3, a: ReadonlyMat3): mat3; /** * Inverts a mat3 * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the source matrix * @returns {mat3 | null} out, or null if source matrix is not invertible */ export function invert(out: mat3, a: ReadonlyMat3): mat3 | null; /** * Calculates the adjugate of a mat3 * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the source matrix * @returns {mat3} out */ export function adjoint(out: mat3, a: ReadonlyMat3): mat3; /** * Calculates the determinant of a mat3 * * @param {ReadonlyMat3} a the source matrix * @returns {Number} determinant of a */ export function determinant(a: ReadonlyMat3): number; /** * Multiplies two mat3's * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @returns {mat3} out */ export function multiply(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3): mat3; /** * Translate a mat3 by the given vector * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the matrix to translate * @param {ReadonlyVec2} v vector to translate by * @returns {mat3} out */ export function translate(out: mat3, a: ReadonlyMat3, v: ReadonlyVec2): mat3; /** * Rotates a mat3 by the given angle * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat3} out */ export function rotate(out: mat3, a: ReadonlyMat3, rad: number): mat3; /** * Scales the mat3 by the dimensions in the given vec2 * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the matrix to scale * @param {ReadonlyVec2} v the vec2 to scale the matrix by * @returns {mat3} out **/ export function scale(out: mat3, a: ReadonlyMat3, v: ReadonlyVec2): mat3; /** * Creates a matrix from a vector translation * This is equivalent to (but much faster than): * * mat3.identity(dest); * mat3.translate(dest, dest, vec); * * @param {mat3} out mat3 receiving operation result * @param {ReadonlyVec2} v Translation vector * @returns {mat3} out */ export function fromTranslation(out: mat3, v: ReadonlyVec2): mat3; /** * Creates a matrix from a given angle * This is equivalent to (but much faster than): * * mat3.identity(dest); * mat3.rotate(dest, dest, rad); * * @param {mat3} out mat3 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {mat3} out */ export function fromRotation(out: mat3, rad: number): mat3; /** * Creates a matrix from a vector scaling * This is equivalent to (but much faster than): * * mat3.identity(dest); * mat3.scale(dest, dest, vec); * * @param {mat3} out mat3 receiving operation result * @param {ReadonlyVec2} v Scaling vector * @returns {mat3} out */ export function fromScaling(out: mat3, v: ReadonlyVec2): mat3; /** * Copies the values from a mat2d into a mat3 * * @param {mat3} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to copy * @returns {mat3} out **/ export function fromMat2d(out: mat3, a: ReadonlyMat2d): mat3; /** * Calculates a 3x3 matrix from the given quaternion * * @param {mat3} out mat3 receiving operation result * @param {ReadonlyQuat} q Quaternion to create matrix from * * @returns {mat3} out */ export function fromQuat(out: mat3, q: ReadonlyQuat): mat3; /** * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix * * @param {mat3} out mat3 receiving operation result * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from * * @returns {mat3} out */ export function normalFromMat4(out: mat3, a: ReadonlyMat4): mat3; /** * Generates a 2D projection matrix with the given bounds * * @param {mat3} out mat3 frustum matrix will be written into * @param {number} width Width of your gl context * @param {number} height Height of gl context * @returns {mat3} out */ export function projection(out: mat3, width: number, height: number): mat3; /** * Returns a string representation of a mat3 * * @param {ReadonlyMat3} a matrix to represent as a string * @returns {String} string representation of the matrix */ export function str(a: ReadonlyMat3): string; /** * Returns Frobenius norm of a mat3 * * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ export function frob(a: ReadonlyMat3): number; /** * Adds two mat3's * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @returns {mat3} out */ export function add(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3): mat3; /** * Subtracts matrix b from matrix a * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @returns {mat3} out */ export function subtract(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3): mat3; /** * Multiply each element of the matrix by a scalar. * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the matrix to scale * @param {Number} b amount to scale the matrix's elements by * @returns {mat3} out */ export function multiplyScalar(out: mat3, a: ReadonlyMat3, b: number): mat3; /** * Adds two mat3's after multiplying each element of the second operand by a scalar value. * * @param {mat3} out the receiving vector * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @param {Number} scale the amount to scale b's elements by before adding * @returns {mat3} out */ export function multiplyScalarAndAdd(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3, scale: number): mat3; /** * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyMat3} a The first matrix. * @param {ReadonlyMat3} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function exactEquals(a: ReadonlyMat3, b: ReadonlyMat3): boolean; /** * Returns whether or not the matrices have approximately the same elements in the same position. * * @param {ReadonlyMat3} a The first matrix. * @param {ReadonlyMat3} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ export function equals(a: ReadonlyMat3, b: ReadonlyMat3): boolean; /** * Multiplies two mat3's * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @returns {mat3} out */ export function mul(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3): mat3; /** * Subtracts matrix b from matrix a * * @param {mat3} out the receiving matrix * @param {ReadonlyMat3} a the first operand * @param {ReadonlyMat3} b the second operand * @returns {mat3} out */ export function sub(out: mat3, a: ReadonlyMat3, b: ReadonlyMat3): mat3; } export namespace mat4 { /** * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied. * @module mat4 */ /** * Creates a new identity mat4 * * @returns {mat4} a new 4x4 matrix */ export function create(): mat4; /** * Creates a new mat4 initialized with values from an existing matrix * * @param {ReadonlyMat4} a matrix to clone * @returns {mat4} a new 4x4 matrix */ export function clone(a: ReadonlyMat4): mat4; /** * Copy the values from one mat4 to another * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the source matrix * @returns {mat4} out */ export function copy(out: mat4, a: ReadonlyMat4): 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 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 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 function identity(out: mat4): mat4; /** * Transpose the values of a mat4 * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the source matrix * @returns {mat4} out */ export function transpose(out: mat4, a: ReadonlyMat4): mat4; /** * Inverts a mat4 * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the source matrix * @returns {mat4 | null} out, or null if source matrix is not invertible */ export function invert(out: mat4, a: ReadonlyMat4): mat4 | null; /** * Calculates the adjugate of a mat4 * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the source matrix * @returns {mat4} out */ export function adjoint(out: mat4, a: ReadonlyMat4): mat4; /** * Calculates the determinant of a mat4 * * @param {ReadonlyMat4} a the source matrix * @returns {Number} determinant of a */ export function determinant(a: ReadonlyMat4): number; /** * Multiplies two mat4s * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the first operand * @param {ReadonlyMat4} b the second operand * @returns {mat4} out */ export function multiply(out: mat4, a: ReadonlyMat4, b: ReadonlyMat4): mat4; /** * Translate a mat4 by the given vector * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to translate * @param {ReadonlyVec3} v vector to translate by * @returns {mat4} out */ export function translate(out: mat4, a: ReadonlyMat4, v: ReadonlyVec3): mat4; /** * Scales the mat4 by the dimensions in the given vec3 not using vectorization * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to scale * @param {ReadonlyVec3} v the vec3 to scale the matrix by * @returns {mat4} out **/ export function scale(out: mat4, a: ReadonlyMat4, v: ReadonlyVec3): mat4; /** * Rotates a mat4 by the given angle around the given axis * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @param {ReadonlyVec3} axis the axis to rotate around * @returns {mat4} out */ export function rotate(out: mat4, a: ReadonlyMat4, rad: number, axis: ReadonlyVec3): mat4; /** * Rotates a matrix by the given angle around the X axis * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ export function rotateX(out: mat4, a: ReadonlyMat4, rad: number): mat4; /** * Rotates a matrix by the given angle around the Y axis * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ export function rotateY(out: mat4, a: ReadonlyMat4, rad: number): mat4; /** * Rotates a matrix by the given angle around the Z axis * * @param {mat4} out the receiving matrix * @param {ReadonlyMat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ export function rotateZ(out: mat4, a: ReadonlyMat4, 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 {ReadonlyVec3} v Translation vector * @returns {mat4} out */ export function fromTranslation(out: mat4, v: ReadonlyVec3): 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 {ReadonlyVec3} v Scaling vector * @returns {mat4} out */ export function fromScaling(out: mat4, v: ReadonlyVec3): 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 {ReadonlyVec3} axis the axis to rotate around * @returns {mat4} out */ export function fromRotation(out: mat4, rad: number, axis: ReadonlyVec3): mat4; /** * 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 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 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 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, dest, vec); * let quatMat = mat4.create(); * mat4.fromQuat(quatMat, quat); * mat4.multiply(dest, dest, quatMat); * * @param {mat4} out mat4 receiving operation result * @param {quat} q Rotation quaternion * @param {ReadonlyVec3} v Translation vector * @returns {mat4} out */ export function fromRotationTranslation(out: mat4, q: quat, v: ReadonlyVec3): mat4; /** * Creates a new mat4 from a dual quat. * * @param {mat4} out Matrix * @param {ReadonlyQuat2} a Dual Quaternion * @returns {mat4} mat4 receiving operation result */ export function fromQuat2(out: mat4, a: ReadonlyQuat2): 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 {ReadonlyMat4} mat Matrix to be decomposed (input) * @return {vec3} out */ export function getTranslation(out: vec3, mat: ReadonlyMat4): vec3; /** * Returns the scaling factor component of a transformation * matrix. If a matrix is built with fromRotationTranslationScale * with a normalized Quaternion parameter, the returned vector will be * the same as the scaling vector * originally supplied. * @param {vec3} out Vector to receive scaling factor component * @param {ReadonlyMat4} mat Matrix to be decomposed (input) * @return {vec3} out */ export function getScaling(out: vec3, mat: ReadonlyMat4): 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 {ReadonlyMat4} mat Matrix to be decomposed (input) * @return {quat} out */ export function getRotation(out: quat, mat: ReadonlyMat4): 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 {ReadonlyMat4} mat Matrix to be decomposed (input) * @returns {quat} out_r */ export function decompose(out_r: quat, out_t: vec3, out_s: vec3, mat: ReadonlyMat4): 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, dest, vec); * let quatMat = mat4.create(); * mat4.fromQuat(quatMat, quat); * mat4.multiply(dest, dest, quatMat); * mat4.scale(dest, dest, scale) * * @param {mat4} out mat4 receiving operation result * @param {quat} q Rotation quaternion * @param {ReadonlyVec3} v Translation vector * @param {ReadonlyVec3} s Scaling vector * @returns {mat4} out */ export function fromRotationTranslationScale(out: mat4, q: quat, v: ReadonlyVec3, s: ReadonlyVec3): 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, dest, vec); * mat4.translate(dest, dest, origin); * let quatMat = mat4.create(); * mat4.fromQuat(quatMat, quat); * mat4.multiply(dest, dest, quatMat); * mat4.scale(dest, dest, scale) * mat4.translate(dest, dest, negativeOrigin); * * @param {mat4} out mat4 receiving operation result * @param {quat} q Rotation quaternion * @param {ReadonlyVec3} v Translation vector * @param {ReadonlyVec3} s Scaling vector * @param {ReadonlyVec3} o The origin vector around which to scale and rotate * @returns {mat4} out */ export function fromRotationTranslationScaleOrigin(out: mat4, q: quat, v: ReadonlyVec3, s: ReadonlyVec3, o: ReadonlyVec3): mat4; /** * Calculates a 4x4 matrix from the given quaternion * * @param {mat4} out mat4 receiving operation result * @param {ReadonlyQuat} q Quaternion to create matrix from * * @returns {mat4} out */ export function fromQuat(out: mat4, q: ReadonlyQuat): 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 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 function perspectiveNO(out: mat4, fovy: number, aspect: number, near: number, far: number): mat4; /** * 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 function perspectiveZO(out: mat4, fovy: number, aspect: number,