acmi-parser 1.0.0 → 1.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/dist/acmi-parser.cjs +3 -45
- package/dist/acmi-parser.js +6118 -9090
- package/dist/types/acmi/acmiData.d.ts +41 -0
- package/dist/types/acmi/entity.d.ts +26 -0
- package/dist/types/acmi/frame.d.ts +17 -0
- package/dist/types/acmi/globalProperties.d.ts +30 -0
- package/dist/types/acmi/header.d.ts +7 -0
- package/dist/types/acmi/timeSpan.d.ts +12 -0
- package/dist/types/acmi/transform.d.ts +22 -0
- package/dist/types/index.d.ts +14 -0
- package/dist/types/math3d/core/classes/base/math-array.d.ts +66 -0
- package/dist/types/math3d/core/classes/base/matrix.d.ts +13 -0
- package/dist/types/math3d/core/classes/base/vector.d.ts +43 -0
- package/dist/types/math3d/core/classes/euler.d.ts +78 -0
- package/dist/types/math3d/core/classes/matrix3.d.ts +62 -0
- package/dist/types/math3d/core/classes/matrix4.d.ts +232 -0
- package/dist/types/math3d/core/classes/pose.d.ts +39 -0
- package/dist/types/math3d/core/classes/quaternion.d.ts +64 -0
- package/dist/types/math3d/core/classes/spherical-coordinates.d.ts +59 -0
- package/dist/types/math3d/core/classes/vector2.d.ts +54 -0
- package/dist/types/math3d/core/classes/vector3.d.ts +59 -0
- package/dist/types/math3d/core/classes/vector4.d.ts +40 -0
- package/dist/types/math3d/core/gl-matrix/common.d.ts +37 -0
- package/dist/types/math3d/core/gl-matrix/mat3.d.ts +286 -0
- package/dist/types/math3d/core/gl-matrix/mat4.d.ts +549 -0
- package/dist/types/math3d/core/gl-matrix/quat.d.ts +358 -0
- package/dist/types/math3d/core/gl-matrix/vec2.d.ts +362 -0
- package/dist/types/math3d/core/gl-matrix/vec3.d.ts +405 -0
- package/dist/types/math3d/core/gl-matrix/vec4.d.ts +329 -0
- package/dist/types/math3d/core/index.d.ts +29 -0
- package/dist/types/math3d/core/lib/assert.d.ts +1 -0
- package/dist/types/math3d/core/lib/common.d.ts +99 -0
- package/dist/types/math3d/core/lib/gl-matrix-extras.d.ts +6 -0
- package/dist/types/math3d/core/lib/math-utils.d.ts +24 -0
- package/dist/types/math3d/core/lib/validators.d.ts +5 -0
- package/dist/types/math3d/geoid/geoid.d.ts +73 -0
- package/dist/types/math3d/geoid/index.d.ts +2 -0
- package/dist/types/math3d/geoid/parse-pgm.d.ts +11 -0
- package/dist/types/math3d/geospatial/constants.d.ts +11 -0
- package/dist/types/math3d/geospatial/ellipsoid/ellipsoid.d.ts +69 -0
- package/dist/types/math3d/geospatial/ellipsoid/helpers/ellipsoid-transform.d.ts +4 -0
- package/dist/types/math3d/geospatial/ellipsoid/helpers/scale-to-geodetic-surface.d.ts +2 -0
- package/dist/types/math3d/geospatial/index.d.ts +2 -0
- package/dist/types/math3d/geospatial/type-utils.d.ts +23 -0
- package/dist/types/math3d/index.d.ts +4 -0
- package/dist/types/math3d/types/array-types.d.ts +14 -0
- package/dist/types/math3d/types/bigint.d.ts +20 -0
- package/dist/types/math3d/types/index.d.ts +2 -0
- package/dist/types/math3d/types/is-array.d.ts +13 -0
- package/dist/types/parser.d.ts +90 -0
- package/dist/types/trajectory/stateVector.d.ts +30 -0
- package/dist/types/trajectory/trajectory.d.ts +40 -0
- package/dist/types/trajectory/trajectorySample.d.ts +11 -0
- package/package.json +20 -18
- package/dist/types/acmi-parser.d.ts +0 -179
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import { Matrix4 } from './matrix4';
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import { Vector3 } from './vector3';
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import { Euler } from './euler';
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import { NumericArray } from '../../types';
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type PoseOptions = {
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position?: Readonly<NumericArray>;
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orientation?: Readonly<NumericArray>;
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x?: number;
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y?: number;
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z?: number;
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roll?: number;
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pitch?: number;
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yaw?: number;
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};
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export declare class Pose {
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readonly position: Vector3;
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readonly orientation: Euler;
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constructor({ x, y, z, roll, pitch, yaw, position, orientation, }?: PoseOptions);
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get x(): number;
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set x(value: number);
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get y(): number;
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set y(value: number);
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get z(): number;
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set z(value: number);
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get roll(): number;
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set roll(value: number);
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get pitch(): number;
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set pitch(value: number);
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get yaw(): number;
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set yaw(value: number);
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getPosition(): Vector3;
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getOrientation(): Euler;
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equals(pose: Pose): boolean;
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exactEquals(pose: Pose): boolean;
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getTransformationMatrix(): Matrix4;
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getTransformationMatrixFromPose(pose: Pose): Matrix4;
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getTransformationMatrixToPose(pose: Pose): Matrix4;
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}
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export {};
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import { NumericArray } from '../../types';
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import { MathArray } from './base/math-array';
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import { Euler } from './euler';
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export declare class Quaternion extends MathArray {
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constructor(x?: number | Readonly<NumericArray>, y?: number, z?: number, w?: number);
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copy(array: Readonly<NumericArray>): this;
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set(x: number, y: number, z: number, w: number): this;
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fromObject(object: {
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x: number;
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y: number;
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z: number;
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w: number;
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}): this;
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/**
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* Creates a quaternion from the given 3x3 rotation matrix.
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* NOTE: The resultant quaternion is not normalized, so you should
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* be sure to renormalize the quaternion yourself where necessary.
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* @param m
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* @returns
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*/
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fromMatrix3(m: Readonly<NumericArray>): this;
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fromAxisRotation(axis: Readonly<NumericArray>, rad: number): this;
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fromEuler(e: Euler): this;
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/** Set a quat to the identity quaternion */
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identity(): this;
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setAxisAngle(axis: Readonly<NumericArray>, rad: number): this;
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get ELEMENTS(): number;
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get x(): number;
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set x(value: number);
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get y(): number;
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set y(value: number);
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get z(): number;
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set z(value: number);
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get w(): number;
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set w(value: number);
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len(): number;
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lengthSquared(): number;
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dot(a: Readonly<NumericArray>): number;
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rotationTo(vectorA: NumericArray, vectorB: NumericArray): this;
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add(a: Readonly<NumericArray>): this;
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calculateW(): this;
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conjugate(): this;
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invert(): this;
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lerp(a: Readonly<NumericArray>, b: Readonly<NumericArray> | number, t?: number): this;
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multiplyRight(a: Readonly<NumericArray>): this;
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multiplyLeft(a: Readonly<NumericArray>): this;
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normalize(): this;
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rotateX(rad: number): this;
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rotateY(rad: number): this;
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rotateZ(rad: number): this;
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scale(b: number): this;
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slerp(target: Readonly<NumericArray>, ratio: number): this;
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slerp(start: Readonly<NumericArray>, target: Readonly<NumericArray>, ratio: number): this;
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slerp(params: {
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start: Readonly<NumericArray>;
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target: Readonly<NumericArray>;
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ratio: number;
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}): this;
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transformVector4(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray;
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lengthSq(): number;
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setFromAxisAngle(axis: Readonly<NumericArray>, rad: number): this;
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premultiply(a: Readonly<NumericArray>): this;
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multiply(a: Readonly<NumericArray>): this;
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}
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import { NumericArray } from '../../types';
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import { Vector3 } from './vector3';
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type SphericalCoordinatesOptions = {
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phi?: number;
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theta?: number;
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radius?: number;
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bearing?: number;
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pitch?: number;
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altitude?: number;
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radiusScale?: number;
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};
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type FormatOptions = {
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printTypes?: boolean;
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};
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/**
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* The poles (phi) are at the positive and negative y axis.
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* The equator starts at positive z.
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* @link https://en.wikipedia.org/wiki/Spherical_coordinate_system
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*/
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export declare class SphericalCoordinates {
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phi: number;
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theta: number;
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radius: number;
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radiusScale: number;
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/**
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* Creates a new SphericalCoordinates object
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* @param options
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* @param [options.phi] =0 - rotation around X (latitude)
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* @param [options.theta] =0 - rotation around Y (longitude)
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* @param [options.radius] =1 - Distance from center
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* @param [options.bearing]
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* @param [options.pitch]
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* @param [options.altitude]
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* @param [options.radiusScale] =1
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*/
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constructor({ phi, theta, radius, bearing, pitch, altitude, radiusScale, }?: SphericalCoordinatesOptions);
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toString(): string;
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formatString({ printTypes }: FormatOptions): string;
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equals(other: SphericalCoordinates): boolean;
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exactEquals(other: SphericalCoordinates): boolean;
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get bearing(): number;
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set bearing(v: number);
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get pitch(): number;
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set pitch(v: number);
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get longitude(): number;
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get latitude(): number;
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get lng(): number;
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get lat(): number;
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get z(): number;
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set(radius: number, phi: number, theta: number): this;
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clone(): SphericalCoordinates;
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copy(other: SphericalCoordinates): this;
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fromLngLatZ([lng, lat, z]: [number, number, number]): this;
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fromVector3(v: Readonly<NumericArray>): this;
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toVector3(): Vector3;
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makeSafe(): this;
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check(): this;
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}
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export {};
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import { Vector } from './base/vector';
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import { NumericArray } from '../../types';
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/**
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* Two-element vector class.
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* Subclass of Array<number>
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*/
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export declare class Vector2 extends Vector {
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constructor(x?: number | Readonly<NumericArray>, y?: number);
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set(x: number, y: number): this;
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copy(array: Readonly<NumericArray>): this;
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fromObject(object: {
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x: number;
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y: number;
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}): this;
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toObject(object: {
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x?: number;
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y?: number;
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}): {
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x: number;
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y: number;
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};
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get ELEMENTS(): number;
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/**
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* Returns angle from x axis
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* @returns
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*/
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horizontalAngle(): number;
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/**
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* Returns angle from y axis
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* @returns
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*/
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verticalAngle(): number;
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/**
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* Transforms as point
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* @param matrix4
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* @returns
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*/
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transform(matrix4: Readonly<NumericArray>): this;
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/**
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* transforms as point (4th component is implicitly 1)
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* @param matrix4
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* @returns
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*/
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transformAsPoint(matrix4: Readonly<NumericArray>): this;
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/**
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* transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)
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* @param matrix4
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* @returns
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*/
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transformAsVector(matrix4: Readonly<NumericArray>): this;
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transformByMatrix3(matrix3: Readonly<NumericArray>): this;
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transformByMatrix2x3(matrix2x3: Readonly<NumericArray>): this;
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transformByMatrix2(matrix2: Readonly<NumericArray>): this;
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}
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import { NumericArray } from '../../types';
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import { Vector } from './base/vector';
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/**
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* Three-element vector class.
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* Subclass of Array<number>
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*/
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export declare class Vector3 extends Vector {
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static get ZERO(): Vector3;
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static get X_AXIS(): Vector3;
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static get Y_AXIS(): Vector3;
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static get Z_AXIS(): Vector3;
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/**
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* @class
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* @param x
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* @param y
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* @param z
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*/
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constructor(x?: number | Readonly<NumericArray>, y?: number, z?: number);
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set(x: number, y: number, z: number): this;
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copy(array: Readonly<NumericArray>): this;
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fromObject(object: {
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x: number;
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y: number;
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z: number;
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}): this;
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toObject(object: {
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x?: number;
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y?: number;
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z?: number;
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}): {
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x: number;
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y: number;
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z: number;
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};
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get ELEMENTS(): number;
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get z(): number;
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set z(value: number);
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angle(vector: Readonly<NumericArray>): number;
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static cross<T extends NumericArray>(left: Readonly<NumericArray>, right: Readonly<NumericArray>, result?: T): T;
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cross(vector: Readonly<NumericArray>): this;
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rotateX({ radians, origin, }: {
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radians: number;
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origin?: Readonly<NumericArray>;
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}): this;
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rotateY({ radians, origin, }: {
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radians: number;
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origin?: Readonly<NumericArray>;
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}): this;
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rotateZ({ radians, origin, }: {
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radians: number;
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origin?: Readonly<NumericArray>;
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}): this;
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transform(matrix4: Readonly<NumericArray>): this;
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transformAsPoint(matrix4: Readonly<NumericArray>): this;
|
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|
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transformAsVector(matrix4: Readonly<NumericArray>): this;
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transformByMatrix3(matrix3: Readonly<NumericArray>): this;
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transformByMatrix2(matrix2: Readonly<NumericArray>): this;
|
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transformByQuaternion(quaternion: Readonly<NumericArray>): this;
|
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}
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@@ -0,0 +1,40 @@
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import { NumericArray } from '../../types';
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import { Vector } from './base/vector';
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import { Matrix4 } from './matrix4';
|
|
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/**
|
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* Four-element vector class.
|
|
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|
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* Subclass of Array<number>
|
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|
+
*/
|
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|
+
export declare class Vector4 extends Vector {
|
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|
+
static get ZERO(): Vector4;
|
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|
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constructor(x?: number | Readonly<NumericArray>, y?: number, z?: number, w?: number);
|
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|
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set(x: number, y: number, z: number, w: number): this;
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copy(array: Readonly<NumericArray>): this;
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fromObject(object: {
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x: number;
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y: number;
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z: number;
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w: number;
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}): this;
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toObject(object: {
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x?: number;
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y?: number;
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z?: number;
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w?: number;
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}): {
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x: number;
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y: number;
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z: number;
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w: number;
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};
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get ELEMENTS(): number;
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get z(): number;
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set z(value: number);
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get w(): number;
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set w(value: number);
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transform(matrix4: Readonly<NumericArray>): this;
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transformByMatrix3(matrix3: Readonly<NumericArray>): this;
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+
transformByMatrix2(matrix2: Readonly<NumericArray>): this;
|
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|
+
transformByQuaternion(quaternion: Readonly<NumericArray>): this;
|
|
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|
+
applyMatrix4(m: Matrix4): this;
|
|
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|
+
}
|
|
@@ -0,0 +1,37 @@
|
|
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1
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+
/**
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2
|
+
* Common utilities
|
|
3
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+
* @module glMatrix
|
|
4
|
+
*/
|
|
5
|
+
export declare const EPSILON = 0.000001;
|
|
6
|
+
export declare let ARRAY_TYPE: Float32ArrayConstructor | ArrayConstructor;
|
|
7
|
+
export declare const RANDOM: () => number;
|
|
8
|
+
export declare const ANGLE_ORDER = 0;
|
|
9
|
+
/**
|
|
10
|
+
* Symmetric round
|
|
11
|
+
* see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background
|
|
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|
+
*
|
|
13
|
+
* @param {Number} a value to round
|
|
14
|
+
*/
|
|
15
|
+
export declare function round(a: number): number;
|
|
16
|
+
/**
|
|
17
|
+
* Sets the type of array used when creating new vectors and matrices
|
|
18
|
+
*
|
|
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|
+
* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
|
|
20
|
+
*/
|
|
21
|
+
export declare function setMatrixArrayType(type: Float32ArrayConstructor | ArrayConstructor): void;
|
|
22
|
+
/**
|
|
23
|
+
* Convert Degree To Radian
|
|
24
|
+
*
|
|
25
|
+
* @param {Number} a Angle in Degrees
|
|
26
|
+
*/
|
|
27
|
+
export declare function toRadian(a: number): number;
|
|
28
|
+
/**
|
|
29
|
+
* Tests whether or not the arguments have approximately the same value, within an absolute
|
|
30
|
+
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
|
|
31
|
+
* than or equal to 1.0, and a relative tolerance is used for larger values)
|
|
32
|
+
*
|
|
33
|
+
* @param {Number} a The first number to test.
|
|
34
|
+
* @param {Number} b The second number to test.
|
|
35
|
+
* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
|
|
36
|
+
*/
|
|
37
|
+
export declare function equals(a: number, b: number): boolean;
|
|
@@ -0,0 +1,286 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* 3x3 Matrix
|
|
3
|
+
* @module mat3
|
|
4
|
+
*/
|
|
5
|
+
/**
|
|
6
|
+
* Creates a new identity mat3
|
|
7
|
+
*
|
|
8
|
+
* @returns {mat3} a new 3x3 matrix
|
|
9
|
+
*/
|
|
10
|
+
export declare function create(): any[] | Float32Array<ArrayBuffer>;
|
|
11
|
+
/**
|
|
12
|
+
* Copies the upper-left 3x3 values into the given mat3.
|
|
13
|
+
*
|
|
14
|
+
* @param {mat3} out the receiving 3x3 matrix
|
|
15
|
+
* @param {ReadonlyMat4} a the source 4x4 matrix
|
|
16
|
+
* @returns {mat3} out
|
|
17
|
+
*/
|
|
18
|
+
export declare function fromMat4(out: any, a: any): any;
|
|
19
|
+
/**
|
|
20
|
+
* Creates a new mat3 initialized with values from an existing matrix
|
|
21
|
+
*
|
|
22
|
+
* @param {ReadonlyMat3} a matrix to clone
|
|
23
|
+
* @returns {mat3} a new 3x3 matrix
|
|
24
|
+
*/
|
|
25
|
+
export declare function clone(a: any): any[] | Float32Array<ArrayBuffer>;
|
|
26
|
+
/**
|
|
27
|
+
* Copy the values from one mat3 to another
|
|
28
|
+
*
|
|
29
|
+
* @param {mat3} out the receiving matrix
|
|
30
|
+
* @param {ReadonlyMat3} a the source matrix
|
|
31
|
+
* @returns {mat3} out
|
|
32
|
+
*/
|
|
33
|
+
export declare function copy(out: any, a: any): any;
|
|
34
|
+
/**
|
|
35
|
+
* Create a new mat3 with the given values
|
|
36
|
+
*
|
|
37
|
+
* @param {Number} m00 Component in column 0, row 0 position (index 0)
|
|
38
|
+
* @param {Number} m01 Component in column 0, row 1 position (index 1)
|
|
39
|
+
* @param {Number} m02 Component in column 0, row 2 position (index 2)
|
|
40
|
+
* @param {Number} m10 Component in column 1, row 0 position (index 3)
|
|
41
|
+
* @param {Number} m11 Component in column 1, row 1 position (index 4)
|
|
42
|
+
* @param {Number} m12 Component in column 1, row 2 position (index 5)
|
|
43
|
+
* @param {Number} m20 Component in column 2, row 0 position (index 6)
|
|
44
|
+
* @param {Number} m21 Component in column 2, row 1 position (index 7)
|
|
45
|
+
* @param {Number} m22 Component in column 2, row 2 position (index 8)
|
|
46
|
+
* @returns {mat3} A new mat3
|
|
47
|
+
*/
|
|
48
|
+
export declare function fromValues(m00: any, m01: any, m02: any, m10: any, m11: any, m12: any, m20: any, m21: any, m22: any): any[] | Float32Array<ArrayBuffer>;
|
|
49
|
+
/**
|
|
50
|
+
* Set the components of a mat3 to the given values
|
|
51
|
+
*
|
|
52
|
+
* @param {mat3} out the receiving matrix
|
|
53
|
+
* @param {Number} m00 Component in column 0, row 0 position (index 0)
|
|
54
|
+
* @param {Number} m01 Component in column 0, row 1 position (index 1)
|
|
55
|
+
* @param {Number} m02 Component in column 0, row 2 position (index 2)
|
|
56
|
+
* @param {Number} m10 Component in column 1, row 0 position (index 3)
|
|
57
|
+
* @param {Number} m11 Component in column 1, row 1 position (index 4)
|
|
58
|
+
* @param {Number} m12 Component in column 1, row 2 position (index 5)
|
|
59
|
+
* @param {Number} m20 Component in column 2, row 0 position (index 6)
|
|
60
|
+
* @param {Number} m21 Component in column 2, row 1 position (index 7)
|
|
61
|
+
* @param {Number} m22 Component in column 2, row 2 position (index 8)
|
|
62
|
+
* @returns {mat3} out
|
|
63
|
+
*/
|
|
64
|
+
export declare function set(out: any, m00: any, m01: any, m02: any, m10: any, m11: any, m12: any, m20: any, m21: any, m22: any): any;
|
|
65
|
+
/**
|
|
66
|
+
* Set a mat3 to the identity matrix
|
|
67
|
+
*
|
|
68
|
+
* @param {mat3} out the receiving matrix
|
|
69
|
+
* @returns {mat3} out
|
|
70
|
+
*/
|
|
71
|
+
export declare function identity(out: any): any;
|
|
72
|
+
/**
|
|
73
|
+
* Transpose the values of a mat3
|
|
74
|
+
*
|
|
75
|
+
* @param {mat3} out the receiving matrix
|
|
76
|
+
* @param {ReadonlyMat3} a the source matrix
|
|
77
|
+
* @returns {mat3} out
|
|
78
|
+
*/
|
|
79
|
+
export declare function transpose(out: any, a: any): any;
|
|
80
|
+
/**
|
|
81
|
+
* Inverts a mat3
|
|
82
|
+
*
|
|
83
|
+
* @param {mat3} out the receiving matrix
|
|
84
|
+
* @param {ReadonlyMat3} a the source matrix
|
|
85
|
+
* @returns {mat3} out
|
|
86
|
+
*/
|
|
87
|
+
export declare function invert(out: any, a: any): any;
|
|
88
|
+
/**
|
|
89
|
+
* Calculates the adjugate of a mat3
|
|
90
|
+
*
|
|
91
|
+
* @param {mat3} out the receiving matrix
|
|
92
|
+
* @param {ReadonlyMat3} a the source matrix
|
|
93
|
+
* @returns {mat3} out
|
|
94
|
+
*/
|
|
95
|
+
export declare function adjoint(out: any, a: any): any;
|
|
96
|
+
/**
|
|
97
|
+
* Calculates the determinant of a mat3
|
|
98
|
+
*
|
|
99
|
+
* @param {ReadonlyMat3} a the source matrix
|
|
100
|
+
* @returns {Number} determinant of a
|
|
101
|
+
*/
|
|
102
|
+
export declare function determinant(a: any): number;
|
|
103
|
+
/**
|
|
104
|
+
* Multiplies two mat3's
|
|
105
|
+
*
|
|
106
|
+
* @param {mat3} out the receiving matrix
|
|
107
|
+
* @param {ReadonlyMat3} a the first operand
|
|
108
|
+
* @param {ReadonlyMat3} b the second operand
|
|
109
|
+
* @returns {mat3} out
|
|
110
|
+
*/
|
|
111
|
+
export declare function multiply(out: any, a: any, b: any): any;
|
|
112
|
+
/**
|
|
113
|
+
* Translate a mat3 by the given vector
|
|
114
|
+
*
|
|
115
|
+
* @param {mat3} out the receiving matrix
|
|
116
|
+
* @param {ReadonlyMat3} a the matrix to translate
|
|
117
|
+
* @param {ReadonlyVec2} v vector to translate by
|
|
118
|
+
* @returns {mat3} out
|
|
119
|
+
*/
|
|
120
|
+
export declare function translate(out: any, a: any, v: any): any;
|
|
121
|
+
/**
|
|
122
|
+
* Rotates a mat3 by the given angle
|
|
123
|
+
*
|
|
124
|
+
* @param {mat3} out the receiving matrix
|
|
125
|
+
* @param {ReadonlyMat3} a the matrix to rotate
|
|
126
|
+
* @param {Number} rad the angle to rotate the matrix by
|
|
127
|
+
* @returns {mat3} out
|
|
128
|
+
*/
|
|
129
|
+
export declare function rotate(out: any, a: any, rad: any): any;
|
|
130
|
+
/**
|
|
131
|
+
* Scales the mat3 by the dimensions in the given vec2
|
|
132
|
+
*
|
|
133
|
+
* @param {mat3} out the receiving matrix
|
|
134
|
+
* @param {ReadonlyMat3} a the matrix to scale
|
|
135
|
+
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
|
|
136
|
+
* @returns {mat3} out
|
|
137
|
+
**/
|
|
138
|
+
export declare function scale(out: any, a: any, v: any): any;
|
|
139
|
+
/**
|
|
140
|
+
* Creates a matrix from a vector translation
|
|
141
|
+
* This is equivalent to (but much faster than):
|
|
142
|
+
*
|
|
143
|
+
* mat3.identity(dest);
|
|
144
|
+
* mat3.translate(dest, dest, vec);
|
|
145
|
+
*
|
|
146
|
+
* @param {mat3} out mat3 receiving operation result
|
|
147
|
+
* @param {ReadonlyVec2} v Translation vector
|
|
148
|
+
* @returns {mat3} out
|
|
149
|
+
*/
|
|
150
|
+
export declare function fromTranslation(out: any, v: any): any;
|
|
151
|
+
/**
|
|
152
|
+
* Creates a matrix from a given angle
|
|
153
|
+
* This is equivalent to (but much faster than):
|
|
154
|
+
*
|
|
155
|
+
* mat3.identity(dest);
|
|
156
|
+
* mat3.rotate(dest, dest, rad);
|
|
157
|
+
*
|
|
158
|
+
* @param {mat3} out mat3 receiving operation result
|
|
159
|
+
* @param {Number} rad the angle to rotate the matrix by
|
|
160
|
+
* @returns {mat3} out
|
|
161
|
+
*/
|
|
162
|
+
export declare function fromRotation(out: any, rad: any): any;
|
|
163
|
+
/**
|
|
164
|
+
* Creates a matrix from a vector scaling
|
|
165
|
+
* This is equivalent to (but much faster than):
|
|
166
|
+
*
|
|
167
|
+
* mat3.identity(dest);
|
|
168
|
+
* mat3.scale(dest, dest, vec);
|
|
169
|
+
*
|
|
170
|
+
* @param {mat3} out mat3 receiving operation result
|
|
171
|
+
* @param {ReadonlyVec2} v Scaling vector
|
|
172
|
+
* @returns {mat3} out
|
|
173
|
+
*/
|
|
174
|
+
export declare function fromScaling(out: any, v: any): any;
|
|
175
|
+
/**
|
|
176
|
+
* Copies the values from a mat2d into a mat3
|
|
177
|
+
*
|
|
178
|
+
* @param {mat3} out the receiving matrix
|
|
179
|
+
* @param {ReadonlyMat2d} a the matrix to copy
|
|
180
|
+
* @returns {mat3} out
|
|
181
|
+
**/
|
|
182
|
+
export declare function fromMat2d(out: any, a: any): any;
|
|
183
|
+
/**
|
|
184
|
+
* Calculates a 3x3 matrix from the given quaternion
|
|
185
|
+
*
|
|
186
|
+
* @param {mat3} out mat3 receiving operation result
|
|
187
|
+
* @param {ReadonlyQuat} q Quaternion to create matrix from
|
|
188
|
+
*
|
|
189
|
+
* @returns {mat3} out
|
|
190
|
+
*/
|
|
191
|
+
export declare function fromQuat(out: any, q: any): any;
|
|
192
|
+
/**
|
|
193
|
+
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
|
|
194
|
+
*
|
|
195
|
+
* @param {mat3} out mat3 receiving operation result
|
|
196
|
+
* @param {ReadonlyMat4} a Mat4 to derive the normal matrix from
|
|
197
|
+
*
|
|
198
|
+
* @returns {mat3} out
|
|
199
|
+
*/
|
|
200
|
+
export declare function normalFromMat4(out: any, a: any): any;
|
|
201
|
+
/**
|
|
202
|
+
* Generates a 2D projection matrix with the given bounds
|
|
203
|
+
*
|
|
204
|
+
* @param {mat3} out mat3 frustum matrix will be written into
|
|
205
|
+
* @param {number} width Width of your gl context
|
|
206
|
+
* @param {number} height Height of gl context
|
|
207
|
+
* @returns {mat3} out
|
|
208
|
+
*/
|
|
209
|
+
export declare function projection(out: any, width: any, height: any): any;
|
|
210
|
+
/**
|
|
211
|
+
* Returns a string representation of a mat3
|
|
212
|
+
*
|
|
213
|
+
* @param {ReadonlyMat3} a matrix to represent as a string
|
|
214
|
+
* @returns {String} string representation of the matrix
|
|
215
|
+
*/
|
|
216
|
+
export declare function str(a: any): string;
|
|
217
|
+
/**
|
|
218
|
+
* Returns Frobenius norm of a mat3
|
|
219
|
+
*
|
|
220
|
+
* @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of
|
|
221
|
+
* @returns {Number} Frobenius norm
|
|
222
|
+
*/
|
|
223
|
+
export declare function frob(a: any): number;
|
|
224
|
+
/**
|
|
225
|
+
* Adds two mat3's
|
|
226
|
+
*
|
|
227
|
+
* @param {mat3} out the receiving matrix
|
|
228
|
+
* @param {ReadonlyMat3} a the first operand
|
|
229
|
+
* @param {ReadonlyMat3} b the second operand
|
|
230
|
+
* @returns {mat3} out
|
|
231
|
+
*/
|
|
232
|
+
export declare function add(out: any, a: any, b: any): any;
|
|
233
|
+
/**
|
|
234
|
+
* Subtracts matrix b from matrix a
|
|
235
|
+
*
|
|
236
|
+
* @param {mat3} out the receiving matrix
|
|
237
|
+
* @param {ReadonlyMat3} a the first operand
|
|
238
|
+
* @param {ReadonlyMat3} b the second operand
|
|
239
|
+
* @returns {mat3} out
|
|
240
|
+
*/
|
|
241
|
+
export declare function subtract(out: any, a: any, b: any): any;
|
|
242
|
+
/**
|
|
243
|
+
* Multiply each element of the matrix by a scalar.
|
|
244
|
+
*
|
|
245
|
+
* @param {mat3} out the receiving matrix
|
|
246
|
+
* @param {ReadonlyMat3} a the matrix to scale
|
|
247
|
+
* @param {Number} b amount to scale the matrix's elements by
|
|
248
|
+
* @returns {mat3} out
|
|
249
|
+
*/
|
|
250
|
+
export declare function multiplyScalar(out: any, a: any, b: any): any;
|
|
251
|
+
/**
|
|
252
|
+
* Adds two mat3's after multiplying each element of the second operand by a scalar value.
|
|
253
|
+
*
|
|
254
|
+
* @param {mat3} out the receiving vector
|
|
255
|
+
* @param {ReadonlyMat3} a the first operand
|
|
256
|
+
* @param {ReadonlyMat3} b the second operand
|
|
257
|
+
* @param {Number} scale the amount to scale b's elements by before adding
|
|
258
|
+
* @returns {mat3} out
|
|
259
|
+
*/
|
|
260
|
+
export declare function multiplyScalarAndAdd(out: any, a: any, b: any, scale: any): any;
|
|
261
|
+
/**
|
|
262
|
+
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
|
|
263
|
+
*
|
|
264
|
+
* @param {ReadonlyMat3} a The first matrix.
|
|
265
|
+
* @param {ReadonlyMat3} b The second matrix.
|
|
266
|
+
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
|
267
|
+
*/
|
|
268
|
+
export declare function exactEquals(a: any, b: any): boolean;
|
|
269
|
+
/**
|
|
270
|
+
* Returns whether or not the matrices have approximately the same elements in the same position.
|
|
271
|
+
*
|
|
272
|
+
* @param {ReadonlyMat3} a The first matrix.
|
|
273
|
+
* @param {ReadonlyMat3} b The second matrix.
|
|
274
|
+
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
|
275
|
+
*/
|
|
276
|
+
export declare function equals(a: any, b: any): boolean;
|
|
277
|
+
/**
|
|
278
|
+
* Alias for {@link mat3.multiply}
|
|
279
|
+
* @function
|
|
280
|
+
*/
|
|
281
|
+
export declare const mul: typeof multiply;
|
|
282
|
+
/**
|
|
283
|
+
* Alias for {@link mat3.subtract}
|
|
284
|
+
* @function
|
|
285
|
+
*/
|
|
286
|
+
export declare const sub: typeof subtract;
|