typescript-closure-tools
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Command-line tools to convert closure-style JSDoc annotations to typescript, and to convert typescript sources to closure externs files
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TypeScript
/// <reference path="../../../globals.d.ts" />
/// <reference path="./vec.d.ts" />
/// <reference path="./vec4d.d.ts" />
/// <reference path="./vec3d.d.ts" />
declare module goog.vec.mat4d {
/** @typedef {goog.vec.Float64} */
type Type = goog.vec.Float64;
/**
* Creates a mat4d with all elements initialized to zero.
*
* @return {!goog.vec.mat4d.Type} The new mat4d.
*/
function create(): goog.vec.mat4d.Type;
/**
* Initializes the matrix from the set of values. Note the values supplied are
* in column major order.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the
* values.
* @param {number} v00 The values at (0, 0).
* @param {number} v10 The values at (1, 0).
* @param {number} v20 The values at (2, 0).
* @param {number} v30 The values at (3, 0).
* @param {number} v01 The values at (0, 1).
* @param {number} v11 The values at (1, 1).
* @param {number} v21 The values at (2, 1).
* @param {number} v31 The values at (3, 1).
* @param {number} v02 The values at (0, 2).
* @param {number} v12 The values at (1, 2).
* @param {number} v22 The values at (2, 2).
* @param {number} v32 The values at (3, 2).
* @param {number} v03 The values at (0, 3).
* @param {number} v13 The values at (1, 3).
* @param {number} v23 The values at (2, 3).
* @param {number} v33 The values at (3, 3).
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setFromValues(mat: goog.vec.mat4d.Type, v00: number, v10: number, v20: number, v30: number, v01: number, v11: number, v21: number, v31: number, v02: number, v12: number, v22: number, v32: number, v03: number, v13: number, v23: number, v33: number): goog.vec.mat4d.Type;
/**
* Initializes mat4d mat from mat4d src.
*
* @param {goog.vec.mat4d.Type} mat The destination matrix.
* @param {goog.vec.mat4d.Type} src The source matrix.
* @return {!goog.vec.mat4d.Type} Return mat so that operations can be
* chained together.
*/
function setFromMat4d(mat: goog.vec.mat4d.Type, src: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Initializes mat4d mat from mat4f src (typed as a Float32Array to
* avoid circular goog.requires).
*
* @param {goog.vec.mat4d.Type} mat The destination matrix.
* @param {Float32Array} src The source matrix.
* @return {!goog.vec.mat4d.Type} Return mat so that operations can be
* chained together.
*/
function setFromMat4f(mat: goog.vec.mat4d.Type, src: Float32Array): goog.vec.mat4d.Type;
/**
* Initializes mat4d mat from Array src.
*
* @param {goog.vec.mat4d.Type} mat The destination matrix.
* @param {Array.<number>} src The source matrix.
* @return {!goog.vec.mat4d.Type} Return mat so that operations can be
* chained together.
*/
function setFromArray(mat: goog.vec.mat4d.Type, src: number[]): goog.vec.mat4d.Type;
/**
* Retrieves the element at the requested row and column.
*
* @param {goog.vec.mat4d.Type} mat The matrix containing the value to
* retrieve.
* @param {number} row The row index.
* @param {number} column The column index.
* @return {number} The element value at the requested row, column indices.
*/
function getElement(mat: goog.vec.mat4d.Type, row: number, column: number): number;
/**
* Sets the element at the requested row and column.
*
* @param {goog.vec.mat4d.Type} mat The matrix containing the value to
* retrieve.
* @param {number} row The row index.
* @param {number} column The column index.
* @param {number} value The value to set at the requested row, column.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setElement(mat: goog.vec.mat4d.Type, row: number, column: number, value: number): goog.vec.mat4d.Type;
/**
* Sets the diagonal values of the matrix from the given values.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {number} v00 The values for (0, 0).
* @param {number} v11 The values for (1, 1).
* @param {number} v22 The values for (2, 2).
* @param {number} v33 The values for (3, 3).
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setDiagonalValues(mat: goog.vec.mat4d.Type, v00: number, v11: number, v22: number, v33: number): goog.vec.mat4d.Type;
/**
* Sets the diagonal values of the matrix from the given vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {goog.vec.vec4d.Type} vec The vector containing the values.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setDiagonal(mat: goog.vec.mat4d.Type, vec: goog.vec.vec4d.Type): goog.vec.mat4d.Type;
/**
* Gets the diagonal values of the matrix into the given vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix containing the values.
* @param {goog.vec.vec4d.Type} vec The vector to receive the values.
* @param {number=} opt_diagonal Which diagonal to get. A value of 0 selects the
* main diagonal, a positive number selects a super diagonal and a negative
* number selects a sub diagonal.
* @return {goog.vec.vec4d.Type} return vec so that operations can be
* chained together.
*/
function getDiagonal(mat: goog.vec.mat4d.Type, vec: goog.vec.vec4d.Type, opt_diagonal?: number): goog.vec.vec4d.Type;
/**
* Sets the specified column with the supplied values.
*
* @param {goog.vec.mat4d.Type} mat The matrix to recieve the values.
* @param {number} column The column index to set the values on.
* @param {number} v0 The value for row 0.
* @param {number} v1 The value for row 1.
* @param {number} v2 The value for row 2.
* @param {number} v3 The value for row 3.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setColumnValues(mat: goog.vec.mat4d.Type, column: number, v0: number, v1: number, v2: number, v3: number): goog.vec.mat4d.Type;
/**
* Sets the specified column with the value from the supplied vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {number} column The column index to set the values on.
* @param {goog.vec.vec4d.Type} vec The vector of elements for the column.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setColumn(mat: goog.vec.mat4d.Type, column: number, vec: goog.vec.vec4d.Type): goog.vec.mat4d.Type;
/**
* Retrieves the specified column from the matrix into the given vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the values.
* @param {number} column The column to get the values from.
* @param {goog.vec.vec4d.Type} vec The vector of elements to
* receive the column.
* @return {!goog.vec.vec4d.Type} return vec so that operations can be
* chained together.
*/
function getColumn(mat: goog.vec.mat4d.Type, column: number, vec: goog.vec.vec4d.Type): goog.vec.vec4d.Type;
/**
* Sets the columns of the matrix from the given vectors.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {goog.vec.vec4d.Type} vec0 The values for column 0.
* @param {goog.vec.vec4d.Type} vec1 The values for column 1.
* @param {goog.vec.vec4d.Type} vec2 The values for column 2.
* @param {goog.vec.vec4d.Type} vec3 The values for column 3.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setColumns(mat: goog.vec.mat4d.Type, vec0: goog.vec.vec4d.Type, vec1: goog.vec.vec4d.Type, vec2: goog.vec.vec4d.Type, vec3: goog.vec.vec4d.Type): goog.vec.mat4d.Type;
/**
* Retrieves the column values from the given matrix into the given vectors.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the columns.
* @param {goog.vec.vec4d.Type} vec0 The vector to receive column 0.
* @param {goog.vec.vec4d.Type} vec1 The vector to receive column 1.
* @param {goog.vec.vec4d.Type} vec2 The vector to receive column 2.
* @param {goog.vec.vec4d.Type} vec3 The vector to receive column 3.
*/
function getColumns(mat: goog.vec.mat4d.Type, vec0: goog.vec.vec4d.Type, vec1: goog.vec.vec4d.Type, vec2: goog.vec.vec4d.Type, vec3: goog.vec.vec4d.Type): void;
/**
* Sets the row values from the supplied values.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {number} row The index of the row to receive the values.
* @param {number} v0 The value for column 0.
* @param {number} v1 The value for column 1.
* @param {number} v2 The value for column 2.
* @param {number} v3 The value for column 3.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setRowValues(mat: goog.vec.mat4d.Type, row: number, v0: number, v1: number, v2: number, v3: number): goog.vec.mat4d.Type;
/**
* Sets the row values from the supplied vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the row values.
* @param {number} row The index of the row.
* @param {goog.vec.vec4d.Type} vec The vector containing the values.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setRow(mat: goog.vec.mat4d.Type, row: number, vec: goog.vec.vec4d.Type): goog.vec.mat4d.Type;
/**
* Retrieves the row values into the given vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the values.
* @param {number} row The index of the row supplying the values.
* @param {goog.vec.vec4d.Type} vec The vector to receive the row.
* @return {!goog.vec.vec4d.Type} return vec so that operations can be
* chained together.
*/
function getRow(mat: goog.vec.mat4d.Type, row: number, vec: goog.vec.vec4d.Type): goog.vec.vec4d.Type;
/**
* Sets the rows of the matrix from the supplied vectors.
*
* @param {goog.vec.mat4d.Type} mat The matrix to receive the values.
* @param {goog.vec.vec4d.Type} vec0 The values for row 0.
* @param {goog.vec.vec4d.Type} vec1 The values for row 1.
* @param {goog.vec.vec4d.Type} vec2 The values for row 2.
* @param {goog.vec.vec4d.Type} vec3 The values for row 3.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained together.
*/
function setRows(mat: goog.vec.mat4d.Type, vec0: goog.vec.vec4d.Type, vec1: goog.vec.vec4d.Type, vec2: goog.vec.vec4d.Type, vec3: goog.vec.vec4d.Type): goog.vec.mat4d.Type;
/**
* Retrieves the rows of the matrix into the supplied vectors.
*
* @param {goog.vec.mat4d.Type} mat The matrix to supply the values.
* @param {goog.vec.vec4d.Type} vec0 The vector to receive row 0.
* @param {goog.vec.vec4d.Type} vec1 The vector to receive row 1.
* @param {goog.vec.vec4d.Type} vec2 The vector to receive row 2.
* @param {goog.vec.vec4d.Type} vec3 The vector to receive row 3.
*/
function getRows(mat: goog.vec.mat4d.Type, vec0: goog.vec.vec4d.Type, vec1: goog.vec.vec4d.Type, vec2: goog.vec.vec4d.Type, vec3: goog.vec.vec4d.Type): void;
/**
* Makes the given 4x4 matrix the zero matrix.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @return {!goog.vec.mat4d.Type} return mat so operations can be chained.
*/
function makeZero(mat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix the identity matrix.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @return {!goog.vec.mat4d.Type} return mat so operations can be chained.
*/
function makeIdentity(mat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Performs a per-component addition of the matrix mat0 and mat1, storing
* the result into resultMat.
*
* @param {goog.vec.mat4d.Type} mat0 The first addend.
* @param {goog.vec.mat4d.Type} mat1 The second addend.
* @param {goog.vec.mat4d.Type} resultMat The matrix to
* receive the results (may be either mat0 or mat1).
* @return {!goog.vec.mat4d.Type} return resultMat so that operations can be
* chained together.
*/
function addMat(mat0: goog.vec.mat4d.Type, mat1: goog.vec.mat4d.Type, resultMat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Performs a per-component subtraction of the matrix mat0 and mat1,
* storing the result into resultMat.
*
* @param {goog.vec.mat4d.Type} mat0 The minuend.
* @param {goog.vec.mat4d.Type} mat1 The subtrahend.
* @param {goog.vec.mat4d.Type} resultMat The matrix to receive
* the results (may be either mat0 or mat1).
* @return {!goog.vec.mat4d.Type} return resultMat so that operations can be
* chained together.
*/
function subMat(mat0: goog.vec.mat4d.Type, mat1: goog.vec.mat4d.Type, resultMat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Multiplies matrix mat with the given scalar, storing the result
* into resultMat.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} scalar The scalar value to multiply to each element of mat.
* @param {goog.vec.mat4d.Type} resultMat The matrix to receive
* the results (may be mat).
* @return {!goog.vec.mat4d.Type} return resultMat so that operations can be
* chained together.
*/
function multScalar(mat: goog.vec.mat4d.Type, scalar: number, resultMat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Multiplies the two matrices mat0 and mat1 using matrix multiplication,
* storing the result into resultMat.
*
* @param {goog.vec.mat4d.Type} mat0 The first (left hand) matrix.
* @param {goog.vec.mat4d.Type} mat1 The second (right hand) matrix.
* @param {goog.vec.mat4d.Type} resultMat The matrix to receive
* the results (may be either mat0 or mat1).
* @return {!goog.vec.mat4d.Type} return resultMat so that operations can be
* chained together.
*/
function multMat(mat0: goog.vec.mat4d.Type, mat1: goog.vec.mat4d.Type, resultMat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Transposes the given matrix mat storing the result into resultMat.
*
* @param {goog.vec.mat4d.Type} mat The matrix to transpose.
* @param {goog.vec.mat4d.Type} resultMat The matrix to receive
* the results (may be mat).
* @return {!goog.vec.mat4d.Type} return resultMat so that operations can be
* chained together.
*/
function transpose(mat: goog.vec.mat4d.Type, resultMat: goog.vec.mat4d.Type): goog.vec.mat4d.Type;
/**
* Computes the determinant of the matrix.
*
* @param {goog.vec.mat4d.Type} mat The matrix to compute the matrix for.
* @return {number} The determinant of the matrix.
*/
function determinant(mat: goog.vec.mat4d.Type): number;
/**
* Computes the inverse of mat storing the result into resultMat. If the
* inverse is defined, this function returns true, false otherwise.
*
* @param {goog.vec.mat4d.Type} mat The matrix to invert.
* @param {goog.vec.mat4d.Type} resultMat The matrix to receive
* the result (may be mat).
* @return {boolean} True if the inverse is defined. If false is returned,
* resultMat is not modified.
*/
function invert(mat: goog.vec.mat4d.Type, resultMat: goog.vec.mat4d.Type): boolean;
/**
* Returns true if the components of mat0 are equal to the components of mat1.
*
* @param {goog.vec.mat4d.Type} mat0 The first matrix.
* @param {goog.vec.mat4d.Type} mat1 The second matrix.
* @return {boolean} True if the the two matrices are equivalent.
*/
function equals(mat0: goog.vec.mat4d.Type, mat1: goog.vec.mat4d.Type): boolean;
/**
* Transforms the given vector with the given matrix storing the resulting,
* transformed vector into resultVec. The input vector is multiplied against the
* upper 3x4 matrix omitting the projective component.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the transformation.
* @param {goog.vec.vec3d.Type} vec The 3 element vector to transform.
* @param {goog.vec.vec3d.Type} resultVec The 3 element vector to
* receive the results (may be vec).
* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
* chained together.
*/
function multVec3(mat: goog.vec.mat4d.Type, vec: goog.vec.vec3d.Type, resultVec: goog.vec.vec3d.Type): goog.vec.vec3d.Type;
/**
* Transforms the given vector with the given matrix storing the resulting,
* transformed vector into resultVec. The input vector is multiplied against the
* upper 3x3 matrix omitting the projective component and translation
* components.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the transformation.
* @param {goog.vec.vec3d.Type} vec The 3 element vector to transform.
* @param {goog.vec.vec3d.Type} resultVec The 3 element vector to
* receive the results (may be vec).
* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
* chained together.
*/
function multVec3NoTranslate(mat: goog.vec.mat4d.Type, vec: goog.vec.vec3d.Type, resultVec: goog.vec.vec3d.Type): goog.vec.vec3d.Type;
/**
* Transforms the given vector with the given matrix storing the resulting,
* transformed vector into resultVec. The input vector is multiplied against the
* full 4x4 matrix with the homogeneous divide applied to reduce the 4 element
* vector to a 3 element vector.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the transformation.
* @param {goog.vec.vec3d.Type} vec The 3 element vector to transform.
* @param {goog.vec.vec3d.Type} resultVec The 3 element vector
* to receive the results (may be vec).
* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
* chained together.
*/
function multVec3Projective(mat: goog.vec.mat4d.Type, vec: goog.vec.vec3d.Type, resultVec: goog.vec.vec3d.Type): goog.vec.vec3d.Type;
/**
* Transforms the given vector with the given matrix storing the resulting,
* transformed vector into resultVec.
*
* @param {goog.vec.mat4d.Type} mat The matrix supplying the transformation.
* @param {goog.vec.vec4d.Type} vec The vector to transform.
* @param {goog.vec.vec4d.Type} resultVec The vector to
* receive the results (may be vec).
* @return {!goog.vec.vec4d.Type} return resultVec so that operations can be
* chained together.
*/
function multVec4(mat: goog.vec.mat4d.Type, vec: goog.vec.vec4d.Type, resultVec: goog.vec.vec4d.Type): goog.vec.vec4d.Type;
/**
* Makes the given 4x4 matrix a translation matrix with x, y and z
* translation factors.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} x The translation along the x axis.
* @param {number} y The translation along the y axis.
* @param {number} z The translation along the z axis.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeTranslate(mat: goog.vec.mat4d.Type, x: number, y: number, z: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix as a scale matrix with x, y and z scale factors.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} x The scale along the x axis.
* @param {number} y The scale along the y axis.
* @param {number} z The scale along the z axis.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeScale(mat: goog.vec.mat4d.Type, x: number, y: number, z: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a rotation matrix with the given rotation
* angle about the axis defined by the vector (ax, ay, az).
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The rotation angle in radians.
* @param {number} ax The x component of the rotation axis.
* @param {number} ay The y component of the rotation axis.
* @param {number} az The z component of the rotation axis.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeRotate(mat: goog.vec.mat4d.Type, angle: number, ax: number, ay: number, az: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a rotation matrix with the given rotation
* angle about the X axis.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The rotation angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeRotateX(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a rotation matrix with the given rotation
* angle about the Y axis.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The rotation angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeRotateY(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a rotation matrix with the given rotation
* angle about the Z axis.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The rotation angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeRotateZ(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a perspective projection matrix.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} left The coordinate of the left clipping plane.
* @param {number} right The coordinate of the right clipping plane.
* @param {number} bottom The coordinate of the bottom clipping plane.
* @param {number} top The coordinate of the top clipping plane.
* @param {number} near The distance to the near clipping plane.
* @param {number} far The distance to the far clipping plane.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeFrustum(mat: goog.vec.mat4d.Type, left: number, right: number, bottom: number, top: number, near: number, far: number): goog.vec.mat4d.Type;
/**
* Makse the given 4x4 matrix perspective projection matrix given a
* field of view and aspect ratio.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} fovy The field of view along the y (vertical) axis in
* radians.
* @param {number} aspect The x (width) to y (height) aspect ratio.
* @param {number} near The distance to the near clipping plane.
* @param {number} far The distance to the far clipping plane.
* @return {goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makePerspective(mat: goog.vec.mat4d.Type, fovy: number, aspect: number, near: number, far: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix an orthographic projection matrix.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} left The coordinate of the left clipping plane.
* @param {number} right The coordinate of the right clipping plane.
* @param {number} bottom The coordinate of the bottom clipping plane.
* @param {number} top The coordinate of the top clipping plane.
* @param {number} near The distance to the near clipping plane.
* @param {number} far The distance to the far clipping plane.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeOrtho(mat: goog.vec.mat4d.Type, left: number, right: number, bottom: number, top: number, near: number, far: number): goog.vec.mat4d.Type;
/**
* Makes the given 4x4 matrix a modelview matrix of a camera so that
* the camera is 'looking at' the given center point.
*
* Note that unlike most other goog.vec functions where we inline
* everything, this function does not inline various goog.vec
* functions. This makes the code more readable, but somewhat
* less efficient.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {goog.vec.vec3d.Type} eyePt The position of the eye point
* (camera origin).
* @param {goog.vec.vec3d.Type} centerPt The point to aim the camera at.
* @param {goog.vec.vec3d.Type} worldUpVec The vector that identifies
* the up direction for the camera.
* @return {goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeLookAt(mat: goog.vec.mat4d.Type, eyePt: goog.vec.vec3d.Type, centerPt: goog.vec.vec3d.Type, worldUpVec: goog.vec.vec3d.Type): goog.vec.mat4d.Type;
/**
* Decomposes a matrix into the lookAt vectors eyePt, fwdVec and worldUpVec.
* The matrix represents the modelview matrix of a camera. It is the inverse
* of lookAt except for the output of the fwdVec instead of centerPt.
* The centerPt itself cannot be recovered from a modelview matrix.
*
* Note that unlike most other goog.vec functions where we inline
* everything, this function does not inline various goog.vec
* functions. This makes the code more readable, but somewhat
* less efficient.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {goog.vec.vec3d.Type} eyePt The position of the eye point
* (camera origin).
* @param {goog.vec.vec3d.Type} fwdVec The vector describing where
* the camera points to.
* @param {goog.vec.vec3d.Type} worldUpVec The vector that
* identifies the up direction for the camera.
* @return {boolean} True if the method succeeds, false otherwise.
* The method can only fail if the inverse of viewMatrix is not defined.
*/
function toLookAt(mat: goog.vec.mat4d.Type, eyePt: goog.vec.vec3d.Type, fwdVec: goog.vec.vec3d.Type, worldUpVec: goog.vec.vec3d.Type): boolean;
/**
* Makes the given 4x4 matrix a rotation matrix given Euler angles using
* the ZXZ convention.
* Given the euler angles [theta1, theta2, theta3], the rotation is defined as
* rotation = rotation_z(theta1) * rotation_x(theta2) * rotation_z(theta3),
* with theta1 in [0, 2 * pi], theta2 in [0, pi] and theta3 in [0, 2 * pi].
* rotation_x(theta) means rotation around the X axis of theta radians,
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} theta1 The angle of rotation around the Z axis in radians.
* @param {number} theta2 The angle of rotation around the X axis in radians.
* @param {number} theta3 The angle of rotation around the Z axis in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function makeEulerZXZ(mat: goog.vec.mat4d.Type, theta1: number, theta2: number, theta3: number): goog.vec.mat4d.Type;
/**
* Decomposes a rotation matrix into Euler angles using the ZXZ convention so
* that rotation = rotation_z(theta1) * rotation_x(theta2) * rotation_z(theta3),
* with theta1 in [0, 2 * pi], theta2 in [0, pi] and theta3 in [0, 2 * pi].
* rotation_x(theta) means rotation around the X axis of theta radians.
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {goog.vec.vec3d.Type} euler The ZXZ Euler angles in
* radians as [theta1, theta2, theta3].
* @param {boolean=} opt_theta2IsNegative Whether theta2 is in [-pi, 0] instead
* of the default [0, pi].
* @return {!goog.vec.vec4d.Type} return euler so that operations can be
* chained together.
*/
function toEulerZXZ(mat: goog.vec.mat4d.Type, euler: goog.vec.vec3d.Type, opt_theta2IsNegative?: boolean): goog.vec.vec4d.Type;
/**
* Translates the given matrix by x,y,z. Equvialent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeTranslate(goog.vec.mat4d.create(), x, y, z),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} x The translation along the x axis.
* @param {number} y The translation along the y axis.
* @param {number} z The translation along the z axis.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function translate(mat: goog.vec.mat4d.Type, x: number, y: number, z: number): goog.vec.mat4d.Type;
/**
* Scales the given matrix by x,y,z. Equivalent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeScale(goog.vec.mat4d.create(), x, y, z),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} x The x scale factor.
* @param {number} y The y scale factor.
* @param {number} z The z scale factor.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function scale(mat: goog.vec.mat4d.Type, x: number, y: number, z: number): goog.vec.mat4d.Type;
/**
* Rotate the given matrix by angle about the x,y,z axis. Equivalent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeRotate(goog.vec.mat4d.create(), angle, x, y, z),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The angle in radians.
* @param {number} x The x component of the rotation axis.
* @param {number} y The y component of the rotation axis.
* @param {number} z The z component of the rotation axis.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function rotate(mat: goog.vec.mat4d.Type, angle: number, x: number, y: number, z: number): goog.vec.mat4d.Type;
/**
* Rotate the given matrix by angle about the x axis. Equivalent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeRotateX(goog.vec.mat4d.create(), angle),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function rotateX(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Rotate the given matrix by angle about the y axis. Equivalent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeRotateY(goog.vec.mat4d.create(), angle),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function rotateY(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Rotate the given matrix by angle about the z axis. Equivalent to:
* goog.vec.mat4d.multMat(
* mat,
* goog.vec.mat4d.makeRotateZ(goog.vec.mat4d.create(), angle),
* mat);
*
* @param {goog.vec.mat4d.Type} mat The matrix.
* @param {number} angle The angle in radians.
* @return {!goog.vec.mat4d.Type} return mat so that operations can be
* chained.
*/
function rotateZ(mat: goog.vec.mat4d.Type, angle: number): goog.vec.mat4d.Type;
/**
* Retrieves the translation component of the transformation matrix.
*
* @param {goog.vec.mat4d.Type} mat The transformation matrix.
* @param {goog.vec.vec3d.Type} translation The vector for storing the
* result.
* @return {!goog.vec.vec3d.Type} return translation so that operations can be
* chained.
*/
function getTranslation(mat: goog.vec.mat4d.Type, translation: goog.vec.vec3d.Type): goog.vec.vec3d.Type;
}