playcanvas
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PlayCanvas WebGL game engine
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TypeScript
/**
* @import { Mat4 } from './mat4.js'
* @import { Quat } from './quat.js'
*/
/**
* A 3x3 matrix.
*
* @category Math
*/
export class Mat3 {
/**
* A constant matrix set to the identity.
*
* @type {Mat3}
* @readonly
*/
static readonly IDENTITY: Mat3;
/**
* A constant matrix with all elements set to 0.
*
* @type {Mat3}
* @readonly
*/
static readonly ZERO: Mat3;
/**
* Matrix elements in the form of a flat array.
*
* @type {Float32Array}
*/
data: Float32Array;
/**
* Creates a duplicate of the specified matrix.
*
* @returns {this} A duplicate matrix.
* @example
* const src = new pc.Mat3().translate(10, 20, 30);
* const dst = src.clone();
* console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));
*/
clone(): this;
/**
* Copies the contents of a source 3x3 matrix to a destination 3x3 matrix.
*
* @param {Mat3} rhs - A 3x3 matrix to be copied.
* @returns {Mat3} Self for chaining.
* @example
* const src = new pc.Mat3().translate(10, 20, 30);
* const dst = new pc.Mat3();
* dst.copy(src);
* console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));
*/
copy(rhs: Mat3): Mat3;
/**
* Copies the contents of a source array[9] to a destination 3x3 matrix.
*
* @param {number[]} src - An array[9] to be copied.
* @returns {Mat3} Self for chaining.
* @example
* const dst = new pc.Mat3();
* dst.set([0, 1, 2, 3, 4, 5, 6, 7, 8]);
*/
set(src: number[]): Mat3;
/**
* Extracts the x-axis from the specified matrix.
*
* @param {Vec3} [x] - The vector to receive the x axis of the matrix.
* @returns {Vec3} The x-axis of the specified matrix.
*/
getX(x?: Vec3): Vec3;
/**
* Extracts the y-axis from the specified matrix.
*
* @param {Vec3} [y] - The vector to receive the y axis of the matrix.
* @returns {Vec3} The y-axis of the specified matrix.
*/
getY(y?: Vec3): Vec3;
/**
* Extracts the z-axis from the specified matrix.
*
* @param {Vec3} [z] - The vector to receive the z axis of the matrix.
* @returns {Vec3} The z-axis of the specified matrix.
*/
getZ(z?: Vec3): Vec3;
/**
* Reports whether two matrices are equal.
*
* @param {Mat3} rhs - The other matrix.
* @returns {boolean} True if the matrices are equal and false otherwise.
* @example
* const a = new pc.Mat3().translate(10, 20, 30);
* const b = new pc.Mat3();
* console.log("The two matrices are " + (a.equals(b) ? "equal" : "different"));
*/
equals(rhs: Mat3): boolean;
/**
* Reports whether the specified matrix is the identity matrix.
*
* @returns {boolean} True if the matrix is identity and false otherwise.
* @example
* const m = new pc.Mat3();
* console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));
*/
isIdentity(): boolean;
/**
* Sets the matrix to the identity matrix.
*
* @returns {Mat3} Self for chaining.
* @example
* m.setIdentity();
* console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));
*/
setIdentity(): Mat3;
/**
* Converts the matrix to string form.
*
* @returns {string} The matrix in string form.
* @example
* const m = new pc.Mat3();
* // Outputs [1, 0, 0, 0, 1, 0, 0, 0, 1]
* console.log(m.toString());
*/
toString(): string;
/**
* Generates the transpose of the specified 3x3 matrix.
*
* @param {Mat3} [src] - The matrix to transpose. If not set, the matrix is transposed in-place.
* @returns {Mat3} Self for chaining.
* @example
* const m = new pc.Mat3();
*
* // Transpose in place
* m.transpose();
*/
transpose(src?: Mat3): Mat3;
/**
* Converts the specified 4x4 matrix to a Mat3.
*
* @param {Mat4} m - The 4x4 matrix to convert.
* @returns {Mat3} Self for chaining.
*/
setFromMat4(m: Mat4): Mat3;
/**
* Sets this matrix to the given quaternion rotation.
*
* @param {Quat} r - A quaternion rotation.
* @returns {Mat3} Self for chaining.
* @example
* const r = new pc.Quat(1, 2, 3, 4).normalize();
*
* const m = new pc.Mat4();
* m.setFromQuat(r);
*/
setFromQuat(r: Quat): Mat3;
/**
* Set the matrix to the inverse of the specified 4x4 matrix.
*
* @param {Mat4} src - The 4x4 matrix to invert.
* @returns {Mat3} Self for chaining.
*
* @ignore
*/
invertMat4(src: Mat4): Mat3;
/**
* Transforms a 3-dimensional vector by a 3x3 matrix.
*
* @param {Vec3} vec - The 3-dimensional vector to be transformed.
* @param {Vec3} [res] - An optional 3-dimensional vector to receive the result of the
* transformation.
* @returns {Vec3} The input vector v transformed by the current instance.
*/
transformVector(vec: Vec3, res?: Vec3): Vec3;
}
import { Vec3 } from './vec3.js';
import type { Mat4 } from './mat4.js';
import type { Quat } from './quat.js';