ogl-typescript
Version:
TypeScript port of OGL WebGL Library
181 lines (180 loc) • 5.32 kB
TypeScript
import * as vec4 from './Vec4Func';
/**
* Set a quat to the identity quaternion
*
* @param {quat} out the receiving quaternion
* @returns {quat} out
*/
export declare function identity(out: any): any;
/**
* Sets a quat from the given angle and rotation axis,
* then returns it.
*
* @param {quat} out the receiving quaternion
* @param {vec3} axis the axis around which to rotate
* @param {Number} rad the angle in radians
* @returns {quat} out
**/
export declare function setAxisAngle(out: any, axis: any, rad: any): any;
/**
* Multiplies two quats
*
* @param {quat} out the receiving quaternion
* @param {quat} a the first operand
* @param {quat} b the second operand
* @returns {quat} out
*/
export declare function multiply(out: any, a: any, b: any): any;
/**
* Rotates a quaternion by the given angle about the X axis
*
* @param {quat} out quat receiving operation result
* @param {quat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
export declare function rotateX(out: any, a: any, rad: any): any;
/**
* Rotates a quaternion by the given angle about the Y axis
*
* @param {quat} out quat receiving operation result
* @param {quat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
export declare function rotateY(out: any, a: any, rad: any): any;
/**
* Rotates a quaternion by the given angle about the Z axis
*
* @param {quat} out quat receiving operation result
* @param {quat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
export declare function rotateZ(out: any, a: any, rad: any): any;
/**
* Performs a spherical linear interpolation between two quat
*
* @param {quat} out the receiving quaternion
* @param {quat} a the first operand
* @param {quat} b the second operand
* @param {Number} t interpolation amount between the two inputs
* @returns {quat} out
*/
export declare function slerp(out: any, a: any, b: any, t: any): any;
/**
* Calculates the inverse of a quat
*
* @param {quat} out the receiving quaternion
* @param {quat} a quat to calculate inverse of
* @returns {quat} out
*/
export declare function invert(out: any, a: any): any;
/**
* Calculates the conjugate of a quat
* If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
*
* @param {quat} out the receiving quaternion
* @param {quat} a quat to calculate conjugate of
* @returns {quat} out
*/
export declare function conjugate(out: any, a: any): any;
/**
* Creates a quaternion from the given 3x3 rotation matrix.
*
* NOTE: The resultant quaternion is not normalized, so you should be sure
* to renormalize the quaternion yourself where necessary.
*
* @param {quat} out the receiving quaternion
* @param {mat3} m rotation matrix
* @returns {quat} out
* @function
*/
export declare function fromMat3(out: any, m: any): any;
/**
* Creates a quaternion from the given euler angle x, y, z.
*
* @param {quat} out the receiving quaternion
* @param {vec3} euler Angles to rotate around each axis in degrees.
* @param {String} order detailing order of operations. Default 'XYZ'.
* @returns {quat} out
* @function
*/
export declare function fromEuler(out: any, euler: any, order?: string): any;
/**
* Copy the values from one quat to another
*
* @param {quat} out the receiving quaternion
* @param {quat} a the source quaternion
* @returns {quat} out
* @function
*/
export declare const copy: typeof vec4.copy;
/**
* Set the components of a quat to the given values
*
* @param {quat} out the receiving quaternion
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @param {Number} w W component
* @returns {quat} out
* @function
*/
export declare const set: typeof vec4.set;
/**
* Adds two quat's
*
* @param {quat} out the receiving quaternion
* @param {quat} a the first operand
* @param {quat} b the second operand
* @returns {quat} out
* @function
*/
export declare const add: typeof vec4.add;
/**
* Scales a quat by a scalar number
*
* @param {quat} out the receiving vector
* @param {quat} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {quat} out
* @function
*/
export declare const scale: typeof vec4.scale;
/**
* Calculates the dot product of two quat's
*
* @param {quat} a the first operand
* @param {quat} b the second operand
* @returns {Number} dot product of a and b
* @function
*/
export declare const dot: typeof vec4.dot;
/**
* Performs a linear interpolation between two quat's
*
* @param {quat} out the receiving quaternion
* @param {quat} a the first operand
* @param {quat} b the second operand
* @param {Number} t interpolation amount between the two inputs
* @returns {quat} out
* @function
*/
export declare const lerp: typeof vec4.lerp;
/**
* Calculates the length of a quat
*
* @param {quat} a vector to calculate length of
* @returns {Number} length of a
*/
export declare const length: typeof vec4.length;
/**
* Normalize a quat
*
* @param {quat} out the receiving quaternion
* @param {quat} a quaternion to normalize
* @returns {quat} out
* @function
*/
export declare const normalize: typeof vec4.normalize;