the-world-engine
Version:
three.js based, unity like game engine for browser
173 lines (172 loc) • 5.6 kB
TypeScript
import type { BufferAttribute, Vector4, Vector4Tuple } from "three/src/Three";
import type { ReadonlyMatrix4 } from "./ReadonlyMatrix4";
import type { ReadonlyQuaternion } from "./ReadonlyQuaternion";
import type { ReadonlyVector4 } from "./ReadonlyVector4";
export type WritableVector4 = {
/**
* @default 0
*/
x: number;
/**
* @default 0
*/
y: number;
/**
* @default 0
*/
z: number;
/**
* @default 0
*/
w: number;
width: number;
height: number;
readonly isVector4: true;
/**
* Sets value of this vector.
*/
set(x: number, y: number, z: number, w: number): WritableVector4;
/**
* Sets all values of this vector.
*/
setScalar(scalar: number): WritableVector4;
/**
* Sets X component of this vector.
*/
setX(x: number): WritableVector4;
/**
* Sets Y component of this vector.
*/
setY(y: number): WritableVector4;
/**
* Sets Z component of this vector.
*/
setZ(z: number): WritableVector4;
/**
* Sets w component of this vector.
*/
setW(w: number): WritableVector4;
setComponent(index: number, value: number): WritableVector4;
getComponent(index: number): number;
/**
* Clones this vector.
*/
clone(): Vector4;
/**
* Copies value of v to this vector.
*/
copy(v: ReadonlyVector4): WritableVector4;
/**
* Adds v to this vector.
*/
add(v: ReadonlyVector4): WritableVector4;
addScalar(scalar: number): WritableVector4;
/**
* Sets this vector to a + b.
*/
addVectors(a: ReadonlyVector4, b: ReadonlyVector4): WritableVector4;
addScaledVector(v: ReadonlyVector4, s: number): WritableVector4;
/**
* Subtracts v from this vector.
*/
sub(v: ReadonlyVector4): WritableVector4;
subScalar(s: number): WritableVector4;
/**
* Sets this vector to a - b.
*/
subVectors(a: ReadonlyVector4, b: ReadonlyVector4): WritableVector4;
multiply(v: ReadonlyVector4): WritableVector4;
/**
* Multiplies this vector by scalar s.
*/
multiplyScalar(s: number): WritableVector4;
applyMatrix4(m: ReadonlyMatrix4): WritableVector4;
/**
* Divides this vector by scalar s.
* Set vector to ( 0, 0, 0 ) if s == 0.
*/
divideScalar(s: number): WritableVector4;
/**
* http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
* @param q is assumed to be normalized
*/
setAxisAngleFromQuaternion(q: ReadonlyQuaternion): WritableVector4;
/**
* http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
* @param m assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
*/
setAxisAngleFromRotationMatrix(m: ReadonlyMatrix4): WritableVector4;
min(v: ReadonlyMatrix4): WritableVector4;
max(v: ReadonlyMatrix4): WritableVector4;
clamp(min: ReadonlyMatrix4, max: ReadonlyMatrix4): WritableVector4;
clampScalar(min: number, max: number): WritableVector4;
floor(): WritableVector4;
ceil(): WritableVector4;
round(): WritableVector4;
roundToZero(): WritableVector4;
/**
* Inverts this vector.
*/
negate(): WritableVector4;
/**
* Computes dot product of this vector and v.
*/
dot(v: ReadonlyMatrix4): number;
/**
* Computes squared length of this vector.
*/
lengthSq(): number;
/**
* Computes length of this vector.
*/
length(): number;
/**
* Computes the Manhattan length of this vector.
*
* see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
*/
manhattanLength(): number;
/**
* Normalizes this vector.
*/
normalize(): WritableVector4;
/**
* Normalizes this vector and multiplies it by l.
*/
setLength(length: number): WritableVector4;
/**
* Linearly interpolate between this vector and v with alpha factor.
*/
lerp(v: ReadonlyMatrix4, alpha: number): WritableVector4;
lerpVectors(v1: ReadonlyMatrix4, v2: ReadonlyMatrix4, alpha: number): WritableVector4;
/**
* Checks for strict equality of this vector and v.
*/
equals(v: ReadonlyMatrix4): boolean;
/**
* Sets this vector's x, y, z and w value from the provided array or array-like.
* @param array the source array or array-like.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray(array: number[] | ArrayLike<number>, offset?: number): WritableVector4;
/**
* Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.
* @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray(array?: number[], offset?: number): number[];
toArray(array?: Vector4Tuple, offset?: 0): Vector4Tuple;
/**
* Copies x, y, z and w into the provided array-like.
* @param array array-like to store the vector to.
* @param offset (optional) optional offset into the array-like.
* @return The provided array-like.
*/
toArray(array: ArrayLike<number>, offset?: number): ArrayLike<number>;
fromBufferAttribute(attribute: BufferAttribute, index: number): WritableVector4;
/**
* Sets this vector's x, y, z and w from Math.random
*/
random(): WritableVector4;
};