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mapbox-gl

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// @flow type VecType = Array<number> | Float32Array | Float64Array; declare module "gl-matrix" { declare type Vec2 = VecType; declare type Vec3 = VecType; declare type Vec4 = VecType; declare type Quat = VecType; declare type Mat2 = VecType; declare type Mat3 = VecType; declare type Mat4 = VecType; declare var vec2: { exactEquals(Vec2, Vec2): boolean }; declare var vec3: { create(): Float32Array, fromValues(number, number, number): Float32Array, length(Vec3): number, len(Vec3): number, distance(Vec3, Vec3): number, squaredLength(Vec3): number, dot(Vec3, Vec3): number, equals(Vec3, Vec3): boolean, exactEquals(Vec3, Vec3): boolean, clone<T: Vec3>(T): T, normalize<T: Vec3>(T, Vec3): T, add<T: Vec3>(T, Vec3, Vec3): T, sub<T: Vec3>(T, Vec3, Vec3): T, set<T: Vec3>(T, number, number, number): T, subtract<T: Vec3>(T, Vec3, Vec3): T, cross<T: Vec3>(T, Vec3, Vec3): T, negate<T: Vec3>(T, Vec3): T, scale<T: Vec3>(T, Vec3, number): T, scaleAndAdd<T: Vec3>(T, Vec3, Vec3, number): T, multiply<T: Vec3>(T, Vec3, Vec3): T, mul<T: Vec3>(T, Vec3, Vec3): T, div<T: Vec3>(T, Vec3, Vec3): T, min<T: Vec3>(T, Vec3, Vec3): T, max<T: Vec3>(T, Vec3, Vec3): T, lerp<T: Vec3>(T, Vec3, Vec3, number): T, transformQuat<T: Vec3>(T, Vec3, Quat): T, transformMat3<T: Vec3>(T, Vec3, Mat3): T, transformMat4<T: Vec3>(T, Vec3, Mat4): T, angle(Vec3, Vec3): number; rotateX<T: Vec3>(T, Vec3, Vec3, number): T, rotateY<T: Vec3>(T, Vec3, Vec3, number): T, rotateZ<T: Vec3>(T, Vec3, Vec3, number): T, }; declare var vec4: { scale<T: Vec4>(T, Vec4, number): T, mul<T: Vec4>(T, Vec4, Vec4): T, transformMat4<T: Vec4>(T, Vec4, Mat4): T, normalize<T: Vec4>(T, Vec4): T }; declare var mat2: { create(): Float32Array, rotate<T: Mat2>(T, Mat2, number): T, invert<T: Mat2>(T, Mat2): T, scale<T: Mat2>(T, Mat2, Vec2): T }; declare var mat3: { create(): Float32Array, fromMat4<T: Mat3>(T, Mat4): T, fromRotation<T: Mat3>(T, number): T, mul<T: Mat3>(T, Mat3, Mat3): T, multiply<T: Mat3>(T, Mat3, Mat3): T, adjoint<T: Mat3>(T, Mat3): T, transpose<T: Mat3>(T, Mat3): T }; declare var mat4: { create(): Float32Array, fromScaling<T: Mat4>(T, Vec3): T, fromTranslation<T: Mat4>(T, Vec3): T, fromQuat<T: Mat4>(T, Quat): T, ortho<T: Mat4>(T, number, number, number, number, number, number): T, perspective<T: Mat4>(T, number, number, number, number): T, identity<T: Mat4>(T): T, scale<T: Mat4>(T, Mat4, Vec3): T, mul<T: Mat4>(T, Mat4, Mat4): T, multiply<T: Mat4>(T, Mat4, Mat4): T, rotateX<T: Mat4>(T, Mat4, number): T, rotateY<T: Mat4>(T, Mat4, number): T, rotateZ<T: Mat4>(T, Mat4, number): T, rotate<T: Mat4>(T, Mat4, number, Vec3): T, fromRotation<T: Mat4>(T, number, Vec3): T, translate<T: Mat4>(T, Mat4, Vec3): T, invert<T: Mat4>(T, Mat4): T, copy<T: Mat4>(T, Mat4): T, clone<T: Mat4>(T): T }; declare var quat: { create(): Float32Array, length(Quat): number, exactEquals(Quat, Quat): boolean, normalize<T: Quat>(T, Quat): T, conjugate<T: Quat>(T, Quat): T, identity<T: Quat>(T): T, rotateX<T: Quat>(T, Quat, number): T, rotateY<T: Quat>(T, Quat, number): T, rotateZ<T: Quat>(T, Quat, number): T } }