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December 12, 2012 14:22
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gl-matrix - 2.0 - TypeScript definition file.
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declare module glmatrix { | |
interface Vec2Array extends Float32Array { | |
} | |
interface Vec3Array extends Float32Array { | |
} | |
interface Vec4Array extends Float32Array { | |
} | |
interface Mat2Array extends Float32Array { | |
} | |
interface Mat3Array extends Float32Array { | |
} | |
interface Mat4Array extends Float32Array { | |
} | |
interface vec2 { | |
add(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
create(): Vec2Array; | |
clone(a: Vec2Array): Vec2Array; | |
fromValues(x: number, y: number): Vec2Array; | |
copy(out: Vec2Array, a:Vec2Array): Vec2Array; | |
set(out: Vec2Array, x: number, y: number): Vec2Array; | |
sub(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
subtract(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
mul(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
multiply(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
div(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
divide(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
min(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
max(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
scale(out:Vec2Array, a: Vec2Array, b: number): Vec2Array; | |
dist(a: Vec2Array, b: Vec2Array): number; | |
distance(a: Vec2Array, b: Vec2Array): number; | |
sqrDist(a: Vec2Array, b: Vec2Array): number; | |
squaredDistance(a: Vec2Array, b: Vec2Array): number; | |
len(a: Vec2Array): number; | |
length(a: Vec2Array): number; | |
sqrLen(a: Vec2Array): number; | |
squaredLength(a: Vec2Array): number; | |
negate(out: Vec2Array, a: Vec2Array): Vec2Array; | |
normalize(out: Vec2Array, a: Vec2Array): Vec2Array; | |
dot(a: Vec2Array, b: Vec2Array): number; | |
cross(out:Vec2Array, a: Vec2Array, b: Vec2Array): Vec2Array; | |
lerp(out:Vec2Array, a: Vec2Array, b: Vec2Array, t: number): Vec2Array; | |
transformMat2(out: Vec2Array, a:Vec2Array, m:Mat2Array): Vec2Array; | |
str(a: Vec2Array): string; | |
} | |
interface vec3 { | |
add(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
create(): Vec3Array; | |
clone(a: Vec3Array): Vec3Array; | |
fromValues(x: number, y: number, z: number): Vec3Array; | |
copy(out: Vec3Array, a:Vec3Array): Vec3Array; | |
set(out: Vec3Array, x: number, y: number, z: number): Vec3Array; | |
sub(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
subtract(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
mul(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
multiply(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
div(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
divide(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
min(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
max(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
scale(out:Vec3Array, a: Vec3Array, b: number): Vec3Array; | |
dist(a: Vec3Array, b: Vec3Array): number; | |
distance(a: Vec3Array, b: Vec3Array): number; | |
sqrDist(a: Vec3Array, b: Vec3Array): number; | |
squaredDistance(a: Vec3Array, b: Vec3Array): number; | |
len(a: Vec3Array): number; | |
length(a: Vec3Array): number; | |
sqrLen(a: Vec3Array): number; | |
squaredLength(a: Vec3Array): number; | |
negate(out: Vec3Array, a: Vec3Array): Vec3Array; | |
normalize(out: Vec3Array, a: Vec3Array): Vec3Array; | |
dot(a: Vec3Array, b: Vec3Array): number; | |
cross(out:Vec3Array, a: Vec3Array, b: Vec3Array): Vec3Array; | |
lerp(out:Vec3Array, a: Vec3Array, b: Vec3Array, t: number): Vec3Array; | |
transformMat4(out: Vec3Array, a:Vec3Array, m:Mat4Array): Vec3Array; | |
transformQuat(out: Vec3Array, a:Vec3Array, q:Vec4Array): Vec3Array; | |
str(a: Vec3Array): string; | |
} | |
interface vec4 { | |
add(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
create(): Vec4Array; | |
clone(a: Vec4Array): Vec4Array; | |
fromValues(x: number, y: number, z: number, w: number): Vec4Array; | |
copy(out: Vec4Array, a:Vec4Array): Vec4Array; | |
set(out: Vec4Array, x: number, y: number, z: number, w: number): Vec4Array; | |
sub(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
subtract(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
mul(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
multiply(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
div(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
divide(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
min(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
max(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
scale(out:Vec4Array, a: Vec4Array, b: number): Vec4Array; | |
dist(a: Vec4Array, b: Vec4Array): number; | |
distance(a: Vec4Array, b: Vec4Array): number; | |
sqrDist(a: Vec4Array, b: Vec4Array): number; | |
squaredDistance(a: Vec4Array, b: Vec4Array): number; | |
len(a: Vec4Array): number; | |
length(a: Vec4Array): number; | |
sqrLen(a: Vec4Array): number; | |
squaredLength(a: Vec4Array): number; | |
negate(out: Vec4Array, a: Vec4Array): Vec4Array; | |
normalize(out: Vec4Array, a: Vec4Array): Vec4Array; | |
dot(a: Vec4Array, b: Vec4Array): number; | |
cross(out:Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
lerp(out:Vec4Array, a: Vec4Array, b: Vec4Array, t: number): Vec4Array; | |
transformMat4(out: Vec4Array, a:Vec4Array, m:Mat4Array): Vec4Array; | |
transformQuat(out: Vec4Array, a:Vec4Array, q:Vec4Array): Vec4Array; | |
str(a: Vec4Array): string; | |
} | |
interface quat { | |
create(): Vec4Array; | |
clone(a: Vec4Array): Vec4Array; | |
fromValues(x: number, y: number, z: number, w: number): Vec4Array; | |
copy(out: Vec4Array, a: Vec4Array): Vec4Array; | |
set(out: Vec4Array, x: number, y: number, z: number, w: number): Vec4Array; | |
identity(out: Vec4Array): Vec4Array; | |
setAxisAngle(out: Vec4Array, axis: Vec3Array, rad: number): Vec4Array; | |
add(out: Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
mul(out: Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
multiply(out: Vec4Array, a: Vec4Array, b: Vec4Array): Vec4Array; | |
scale(out:Vec4Array, a: Vec4Array, b: number): Vec4Array; | |
rotateX(out: Vec4Array, a: Vec4Array, rad: number): Vec4Array; | |
rotateY(out: Vec4Array, a: Vec4Array, rad: number): Vec4Array; | |
rotateZ(out: Vec4Array, a: Vec4Array, rad: number): Vec4Array; | |
calculateW(out: Vec4Array, a: Vec4Array): Vec4Array; | |
dot(a: Vec4Array, b: Vec4Array): number; | |
lerp(out:Vec4Array, a: Vec4Array, b: Vec4Array, t: number): Vec4Array; | |
slerp(out:Vec4Array, a: Vec4Array, b: Vec4Array, t: number): Vec4Array; | |
invert(out: Vec4Array, a: Vec4Array): Vec4Array; | |
conjugate(out: Vec4Array, a: Vec4Array): Vec4Array; | |
len(a: Vec4Array): number; | |
length(a: Vec4Array): number; | |
sqrLen(a: Vec4Array): number; | |
squaredLength(a: Vec4Array): number; | |
normalize(out: Vec4Array, a: Vec4Array): Vec4Array; | |
str(a: Vec4Array): string; | |
} | |
interface mat2 { | |
create(): Mat2Array; | |
clone(a: Mat2Array): Mat2Array; | |
copy(out: Mat2Array, a: Mat2Array): Mat2Array; | |
identity(out: Mat2Array): Mat2Array; | |
transpose(out: Mat2Array, a: Mat2Array): Mat2Array; | |
invert(out: Mat2Array, a: Mat2Array): Mat2Array; | |
adjoint(out: Mat2Array, a: Mat2Array): Mat2Array; | |
determinant(a: Mat2Array): number; | |
mul(out: Mat2Array, a: Mat2Array, b: Mat2Array): Mat2Array; | |
multiply(out: Mat2Array, a: Mat2Array, b: Mat2Array): Mat2Array; | |
rotate(out: Mat2Array, a: Mat2Array, rad: number): Mat2Array; | |
scale(out: Mat2Array, a: Mat2Array, v: Vec2Array): Mat2Array; | |
str(a: Mat2Array): string; | |
} | |
interface mat3 { | |
create(): Mat3Array; | |
clone(a: Mat3Array): Mat3Array; | |
copy(out: Mat3Array, a: Mat3Array): Mat3Array; | |
identity(out: Mat3Array): Mat3Array; | |
transpose(out: Mat3Array, a: Mat3Array): Mat3Array; | |
invert(out: Mat3Array, a: Mat3Array): Mat3Array; | |
adjoint(out: Mat3Array, a: Mat3Array): Mat3Array; | |
determinant(a: Mat3Array): number; | |
mul(out: Mat3Array, a: Mat3Array, b: Mat3Array): Mat3Array; | |
multiply(out: Mat3Array, a: Mat3Array, b: Mat3Array): Mat3Array; | |
str(a: Mat3Array): string; | |
} | |
interface mat4 { | |
create(): Mat4Array; | |
clone(a: Mat4Array): Mat4Array; | |
copy(out: Mat4Array, a: Mat4Array): Mat4Array; | |
identity(out: Mat4Array): Mat4Array; | |
transpose(out: Mat4Array, a: Mat4Array): Mat4Array; | |
invert(out: Mat4Array, a: Mat4Array): Mat4Array; | |
adjoint(out: Mat4Array, a: Mat4Array): Mat4Array; | |
determinant(a: Mat4Array): number; | |
mul(out: Mat4Array, a: Mat4Array, b: Mat4Array): Mat4Array; | |
multiply(out: Mat4Array, a: Mat4Array, b: Mat4Array): Mat4Array; | |
str(a: Mat4Array): string; | |
translate(out: Mat4Array, a: Mat4Array, v: Vec3Array): Mat4Array; | |
scale(out: Mat4Array, a: Mat4Array, v: Vec3Array): Mat4Array; | |
rotate(out: Mat4Array, a: Mat4Array, rad: number, axis: Vec3Array): Mat4Array; | |
rotateX(out: Mat4Array, a: Mat4Array, rad: number): Mat4Array; | |
rotateY(out: Mat4Array, a: Mat4Array, rad: number): Mat4Array; | |
rotateZ(out: Mat4Array, a: Mat4Array, rad: number): Mat4Array; | |
fromRotationTranslation(out: Mat4Array, q: Vec4Array, v: Vec3Array): Mat4Array; | |
frustum(out: Mat4Array, left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4Array; | |
perspective(out: Mat4Array, fovy: number, aspect: number, near: number, far: number): Mat4Array; | |
ortho(out: Mat4Array, left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4Array; | |
lookAt(out: Mat4Array, eye: Vec3Array, center: Vec3Array, up: Vec3Array): Mat4Array; | |
} | |
} |
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