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- // Type definitions for gl-matrix 2.3.1
- // Project: http://glmatrix.net/
- // Definitions by: chuntaro <https://github.com/chuntaro/>
- // Definitions: https://github.com/chuntaro/gl-matrix.d.ts
- declare module "gl-matrix" {
- interface glMatrix {
- EPSILON: number;
- ARRAY_TYPE: number[];
- RANDOM: () => number;
- setMatrixArrayType<T>(type: T): void;
- toRadian(a: number): number;
- }
- export var glMatrix: glMatrix;
- export interface vec2 {
- create(): number[];
- clone(a: number[]): number[];
- fromValues(x: number, y: number): number[];
- copy(out: number[], a: number[]): number[];
- set(out: number[], x: number, y: number): number[];
- add(out: number[], a: number[], b: number[]): number[];
- subtract(out: number[], a: number[], b: number[]): number[];
- sub(out: number[], a: number[], b: number[]): number[];
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- divide(out: number[], a: number[], b: number[]): number[];
- div(out: number[], a: number[], b: number[]): number[];
- min(out: number[], a: number[], b: number[]): number[];
- max(out: number[], a: number[], b: number[]): number[];
- scale(out: number[], a: number[], b: number): number[];
- scaleAndAdd(out: number[], a: number[], b: number[], scale: number): number[];
- distance(a: number[], b: number[]): number;
- dist(a: number[], b: number[]): number;
- squaredDistance(a: number[], b: number[]): number;
- sqrDist(a: number[], b: number[]): number;
- length(a: number[]): number;
- len(a: number[]): number;
- squaredLength(a: number[]): number;
- sqrLen(a: number[]): number;
- negate(out: number[], a: number[]): number[];
- inverse(out: number[], a: number[]): number[];
- normalize(out: number[], a: number[]): number[];
- dot(a: number[], b: number[]): number;
- cross(out: number[], a: number[], b: number[]): number[];
- lerp(out: number[], a: number[], b: number[], t: number): number[];
- random(out: number[], scale: number): number[];
- transformMat2(out: number[], a: number[], m: number[]): number[];
- transformMat2d(out: number[], a: number[], m: number[]): number[];
- transformMat3(out: number[], a: number[], m: number[]): number[];
- transformMat4(out: number[], a: number[], m: number[]): number[];
- forEach<T>(a: number[][], stride: number, offset: number, count: number, fn: (a: number[], b: number[], arg: T) => void, arg: T): number[][];
- str(a: number[]): string;
- }
- export var vec2: vec2;
- interface vec3 {
- create(): number[];
- clone(a: number[]): number[];
- fromValues(x: number, y: number, z: number): number[];
- copy(out: number[], a: number[]): number[];
- set(out: number[], x: number, y: number, z: number): number[];
- add(out: number[], a: number[], b: number[]): number[];
- subtract(out: number[], a: number[], b: number[]): number[];
- sub(out: number[], a: number[], b: number[]): number[];
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- divide(out: number[], a: number[], b: number[]): number[];
- div(out: number[], a: number[], b: number[]): number[];
- min(out: number[], a: number[], b: number[]): number[];
- max(out: number[], a: number[], b: number[]): number[];
- scale(out: number[], a: number[], b: number): number[];
- scaleAndAdd(out: number[], a: number[], b: number[], scale: number): number[];
- distance(a: number[], b: number[]): number;
- dist(a: number[], b: number[]): number;
- squaredDistance(a: number[], b: number[]): number;
- sqrDist(a: number[], b: number[]): number;
- length(a: number[]): number;
- len(a: number[]): number;
- squaredLength(a: number[]): number;
- sqrLen(a: number[]): number;
- negate(out: number[], a: number[]): number[];
- inverse(out: number[], a: number[]): number[];
- normalize(out: number[], a: number[]): number[];
- dot(a: number[], b: number[]): number;
- cross(out: number[], a: number[], b: number[]): number[];
- lerp(out: number[], a: number[], b: number[], t: number): number[];
- hermite(out: number[], a: number[], b: number[], c: number[], d: number[], t: number): number[];
- bezier(out: number[], a: number[], b: number[], c: number[], d: number[], t: number): number[];
- random(out: number[], scale: number): number[];
- transformMat4(out: number[], a: number[], m: number[]): number[];
- transformMat3(out: number[], a: number[], m: number[]): number[];
- transformQuat(out: number[], a: number[], q: number[]): number[];
- rotateX(out: number[], a: number[], b: number[], c: number): number[];
- rotateY(out: number[], a: number[], b: number[], c: number): number[];
- rotateZ(out: number[], a: number[], b: number[], c: number): number[];
- forEach<T>(a: number[][], stride: number, offset: number, count: number, fn: (a: number[], b: number[], arg: T) => void, arg: T): number[][];
- angle(a: number[], b: number[]): number;
- str(a: number[]): string;
- }
- export var vec3: vec3;
- interface vec4 {
- create(): number[];
- clone(a: number[]): number[];
- fromValues(x: number, y: number, z: number, w: number): number[];
- copy(out: number[], a: number[]): number[];
- set(out: number[], x: number, y: number, z: number, w: number): number[];
- add(out: number[], a: number[], b: number[]): number[];
- subtract(out: number[], a: number[], b: number[]): number[];
- sub(out: number[], a: number[], b: number[]): number[];
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- divide(out: number[], a: number[], b: number[]): number[];
- div(out: number[], a: number[], b: number[]): number[];
- min(out: number[], a: number[], b: number[]): number[];
- max(out: number[], a: number[], b: number[]): number[];
- scale(out: number[], a: number[], b: number): number[];
- scaleAndAdd(out: number[], a: number[], b: number[], scale: number): number[];
- distance(a: number[], b: number[]): number;
- dist(a: number[], b: number[]): number;
- squaredDistance(a: number[], b: number[]): number;
- sqrDist(a: number[], b: number[]): number;
- length(a: number[]): number;
- len(a: number[]): number;
- squaredLength(a: number[]): number;
- sqrLen(a: number[]): number;
- negate(out: number[], a: number[]): number[];
- inverse(out: number[], a: number[]): number[];
- normalize(out: number[], a: number[]): number[];
- dot(a: number[], b: number[]): number;
- lerp(out: number[], a: number[], b: number[], t: number): number[];
- random(out: number[], scale: number): number[];
- transformMat4(out: number[], a: number[], m: number[]): number[];
- transformQuat(out: number[], a: number[], q: number[]): number[];
- forEach<T>(a: number[][], stride: number, offset: number, count: number, fn: (a: number[], b: number[], arg: T) => void, arg: T): number[][];
- str(a: number[]): string;
- }
- export var vec4: vec4;
- interface mat2 {
- create(): number[];
- clone(a: number[]): number[];
- copy(out: number[], a: number[]): number[];
- identity(out: number[]): number[];
- transpose(out: number[], a: number[]): number[];
- invert(out: number[], a: number[]): number[];
- adjoint(out: number[], a: number[]): number[];
- determinant(a: number[]): number;
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- rotate(out: number[], a: number[], rad: number): number[];
- scale(out: number[], a: number[], v: number[]): number[];
- fromRotation(out: number[], rad: number): number[];
- fromScaling(out: number[], v: number[]): number[];
- str(a: number[]): string;
- frob(a: number[]): number;
- LDU(L: number[], D: number[], U: number[], a: number[]): number[][];
- }
- export var mat2: mat2;
- interface mat2d {
- create(): number[];
- clone(a: number[]): number[];
- copy(out: number[], a: number[]): number[];
- identity(out: number[]): number[];
- invert(out: number[], a: number[]): number[];
- determinant(a: number[]): number;
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- rotate(out: number[], a: number[], rad: number): number[];
- scale(out: number[], a: number[], v: number[]): number[];
- translate(out: number[], a: number[], v: number[]): number[];
- fromRotation(out: number[], rad: number): number[];
- fromScaling(out: number[], v: number[]): number[];
- fromTranslation(out: number[], v: number[]): number[];
- str(a: number[]): string;
- frob(a: number[]): number;
- }
- export var mat2d: mat2d;
- interface mat3 {
- create(): number[];
- fromMat4(out: number[], a: number[]): number[];
- clone(a: number[]): number[];
- copy(out: number[], a: number[]): number[];
- identity(out: number[]): number[];
- transpose(out: number[], a: number[]): number[];
- invert(out: number[], a: number[]): number[];
- adjoint(out: number[], a: number[]): number[];
- determinant(a: number[]): number;
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- translate(out: number[], a: number[], v: number[]): number[];
- rotate(out: number[], a: number[], rad: number): number[];
- scale(out: number[], a: number[], v: number[]): number[];
- fromTranslation(out: number[], v: number[]): number[];
- fromRotation(out: number[], rad: number): number[];
- fromScaling(out: number[], v: number[]): number[];
- fromMat2d(out: number[], a: number[]): number[];
- fromQuat(out: number[], q: number[]): number[];
- normalFromMat4(out: number[], a: number[]): number[];
- str(a: number[]): string;
- frob(a: number[]): number;
- }
- export var mat3: mat3;
- interface mat4 {
- create(): number[];
- clone(a: number[]): number[];
- copy(out: number[], a: number[]): number[];
- identity(out: number[]): number[];
- transpose(out: number[], a: number[]): number[];
- invert(out: number[], a: number[]): number[];
- adjoint(out: number[], a: number[]): number[];
- determinant(a: number[]): number;
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- translate(out: number[], a: number[], v: number[]): number[];
- scale(out: number[], a: number[], v: number[]): number[];
- rotate(out: number[], a: number[], rad: number, axis: number[]): number[];
- rotateX(out: number[], a: number[], rad: number): number[];
- rotateY(out: number[], a: number[], rad: number): number[];
- rotateZ(out: number[], a: number[], rad: number): number[];
- fromTranslation(out: number[], v: number[]): number[];
- fromScaling(out: number[], v: number[]): number[];
- fromRotation(out: number[], rad: number, axis: number[]): number[];
- fromXRotation(out: number[], rad: number): number[];
- fromYRotation(out: number[], rad: number): number[];
- fromZRotation(out: number[], rad: number): number[];
- fromRotationTranslation(out: number[], q: number[], v: number[]): number[];
- fromRotationTranslationScale(out: number[], q: number[], v: number[], s: number[]): number[];
- fromRotationTranslationScaleOrigin(out: number[], q: number[], v: number[], s: number[], o: number[]): number[];
- fromQuat(out: number[], q: number[]): number[];
- frustum(out: number[], left: number, right: number, bottom: number, top: number, near: number, far: number): number[];
- perspective(out: number[], fovy: number, aspect: number, near: number, far: number): number[];
- perspectiveFromFieldOfView(out: number[], fov: number, near: number, far: number): number[];
- ortho(out: number[], left: number, right: number, bottom: number, top: number, near: number, far: number): number[];
- lookAt(out: number[], eye: number[], center: number[], up: number[]): number[];
- str(a: number[]): string;
- frob(a: number[]): number;
- }
- export var mat4: mat4;
- interface quat {
- create(): number[];
- rotationTo(out: number[], a: number[], b: number[]): number[];
- setAxes(out: number[], view: number[], right: number[], up: number[]): number[];
- clone(a: number[]): number[];
- fromValues(x: number, y: number, z: number, w: number): number[];
- copy(out: number[], a: number[]): number[];
- set(out: number[], x: number, y: number, z: number, w: number): number[];
- identity(out: number[]): number[];
- setAxisAngle(out: number[], axis: number[], rad: number): number[];
- add(out: number[], a: number[], b: number[]): number[];
- multiply(out: number[], a: number[], b: number[]): number[];
- mul(out: number[], a: number[], b: number[]): number[];
- scale(out: number[], a: number[], b: number): number[];
- rotateX(out: number[], a: number[], rad: number): number[];
- rotateY(out: number[], a: number[], rad: number): number[];
- rotateZ(out: number[], a: number[], rad: number): number[];
- calculateW(out: number[], a: number[]): number[];
- dot(a: number[], b: number[]): number;
- lerp(out: number[], a: number[], b: number[], t: number): number[];
- slerp(out: number[], a: number[], b: number[], t: number): number[];
- sqlerp(out: number[], a: number[], b: number[], c: number[], d: number[], t: number): number[];
- invert(out: number[], a: number[]): number[];
- conjugate(out: number[], a: number[]): number[];
- length(a: number[]): number;
- len(a: number[]): number;
- squaredLength(a: number[]): number;
- sqrLen(a: number[]): number;
- normalize(out: number[], a: number[]): number[];
- fromMat3(out: number[], m: number[]): number[];
- str(a: number[]): string;
- }
- export var quat: quat;
- }
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