wgpu-matrix
Version:
fast matrix math library for WebGPU
63 lines (62 loc) • 5.16 kB
TypeScript
import { Mat4Arg, Mat4Type } from './mat4';
import { Mat3Arg } from './mat3';
import { QuatArg } from './quat';
import { Vec3Arg } from './vec3';
import { BaseArgType } from './types';
export { Mat4Arg, Mat4Type };
type Mat4Ctor<T extends Mat4Arg = Float32Array> = new (n: number) => T;
/**
* Generates a typed API for Mat4
* */
declare function getAPIImpl<MatType extends Mat4Arg = Float32Array>(Ctor: Mat4Ctor<MatType>): {
add: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T;
aim: <T extends Mat4Arg = MatType>(position: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T;
axisRotate: <T extends Mat4Arg = MatType>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T) => T;
axisRotation: <T extends Mat4Arg = MatType>(axis: Vec3Arg, angleInRadians: number, dst?: T) => T;
cameraAim: <T extends Mat4Arg = MatType>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T;
clone: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
copy: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
create: (v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number, v9?: number, v10?: number, v11?: number, v12?: number, v13?: number, v14?: number, v15?: number) => MatType;
determinant: (m: Mat4Arg) => number;
equals: (a: Mat4Arg, b: Mat4Arg) => boolean;
equalsApproximately: (a: Mat4Arg, b: Mat4Arg) => boolean;
fromMat3: <T extends Mat4Arg = MatType>(m3: Mat3Arg, dst?: T) => T;
fromQuat: <T extends Mat4Arg = MatType>(q: QuatArg, dst?: T) => T;
frustum: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T) => T;
frustumReverseZ: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: T) => T;
getAxis: <T extends Vec3Arg = MatType>(m: Mat4Arg, axis: number, dst?: T) => MatType | T;
getScaling: <T extends Vec3Arg = MatType>(m: Mat4Arg, dst?: T) => T;
getTranslation: <T extends Vec3Arg = MatType>(m: Mat4Arg, dst?: T) => T;
identity: <T extends Mat4Arg = MatType>(dst?: T) => T;
inverse: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
invert: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
lookAt: <T extends Mat4Arg = MatType>(eye: Vec3Arg, target: Vec3Arg, up: Vec3Arg, dst?: T) => T;
mul: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T;
mulScalar: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T;
multiply: <T extends Mat4Arg = MatType>(a: Mat4Arg, b: Mat4Arg, dst?: T) => T;
multiplyScalar: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T;
negate: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
ortho: <T extends Mat4Arg = MatType>(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T) => T;
perspective: <T extends Mat4Arg = MatType>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: T) => T;
perspectiveReverseZ: <T extends Mat4Arg = MatType>(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: T) => T;
rotate: <T extends Mat4Arg = MatType>(m: Mat4Arg, axis: Vec3Arg, angleInRadians: number, dst?: T) => T;
rotateX: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T;
rotateY: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T;
rotateZ: <T extends Mat4Arg = MatType>(m: Mat4Arg, angleInRadians: number, dst?: T) => T;
rotation: <T extends Mat4Arg = MatType>(axis: Vec3Arg, angleInRadians: number, dst?: T) => T;
rotationX: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T;
rotationY: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T;
rotationZ: <T extends Mat4Arg = MatType>(angleInRadians: number, dst?: T) => T;
scale: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, dst?: T) => T;
scaling: <T extends Mat4Arg = MatType>(v: Vec3Arg, dst?: T) => T;
set: <T extends Mat4Arg = MatType>(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, dst?: T) => T;
setAxis: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, axis: number, dst: T) => T;
setTranslation: <T extends Mat4Arg = MatType>(a: Mat4Arg, v: Vec3Arg, dst?: T) => T;
translate: <T extends Mat4Arg = MatType>(m: Mat4Arg, v: Vec3Arg, dst?: T) => T;
translation: <T extends Mat4Arg = MatType>(v: Vec3Arg, dst?: T) => T;
transpose: <T extends Mat4Arg = MatType>(m: Mat4Arg, dst?: T) => T;
uniformScale: <T extends Mat4Arg = MatType>(m: Mat4Arg, s: number, dst?: T) => T;
uniformScaling: <T extends Mat4Arg = MatType>(s: number, dst?: T) => T;
};
type API<T extends BaseArgType = Float32Array> = ReturnType<typeof getAPIImpl<T>>;
export declare function getAPI<T extends Mat4Arg = Float32Array>(Ctor: Mat4Ctor<T>): API<T>;