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@designstorming
Last active February 6, 2021 17:40
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Typescript definition for ogl.js (https://github.com/oframe/ogl)
/** Declaration file generated by dts-gen */
export class Animation {
constructor(...args: any[]);
update(...args: any[]): void;
}
export interface Position {
x: number,
y: number,
z: number
}
export class Camera {
constructor(...args: any[]);
frustumIntersectsMesh(...args: any[]): void;
frustumIntersectsSphere(...args: any[]): void;
lookAt(...args: any[]): void;
orthographic(...args: any[]): void;
perspective(...args: any[]): void;
project(...args: any[]): void;
unproject(...args: any[]): void;
updateFrustum(...args: any[]): void;
updateMatrixWorld(...args: any[]): void;
position: Position
}
export class Color {
constructor(...args: any[]);
copy(...args: any[]): void;
set(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Euler {
constructor(...args: any[]);
copy(...args: any[]): void;
fromQuaternion(...args: any[]): void;
fromRotationMatrix(...args: any[]): void;
reorder(...args: any[]): void;
set(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Flowmap {
constructor(...args: any[]);
update(...args: any[]): void;
}
export class GPGPU {
constructor(...args: any[]);
addPass(...args: any[]): void;
render(...args: any[]): void;
}
export class Geometry {
constructor(...args: any[]);
addAttribute(...args: any[]): void;
bindAttributes(...args: any[]): void;
computeBoundingBox(...args: any[]): void;
computeBoundingSphere(...args: any[]): void;
createVAO(...args: any[]): void;
draw(...args: any[]): void;
remove(...args: any[]): void;
setDrawRange(...args: any[]): void;
setIndex(...args: any[]): void;
setInstancedCount(...args: any[]): void;
updateAttribute(...args: any[]): void;
}
export class Mat3 {
constructor(...args: any[]);
copy(...args: any[]): void;
fromBasis(...args: any[]): void;
fromMatrix4(...args: any[]): void;
fromQuaternion(...args: any[]): void;
getNormalMatrix(...args: any[]): void;
identity(...args: any[]): void;
inverse(...args: any[]): void;
multiply(...args: any[]): void;
rotate(...args: any[]): void;
scale(...args: any[]): void;
set(...args: any[]): void;
translate(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Mat4 {
constructor(...args: any[]);
compose(...args: any[]): void;
copy(...args: any[]): void;
determinant(...args: any[]): void;
fromOrthogonal(...args: any[]): void;
fromPerspective(...args: any[]): void;
fromQuaternion(...args: any[]): void;
getMaxScaleOnAxis(...args: any[]): void;
getRotation(...args: any[]): void;
getScaling(...args: any[]): void;
getTranslation(...args: any[]): void;
identity(...args: any[]): void;
inverse(...args: any[]): void;
lookAt(...args: any[]): void;
multiply(...args: any[]): void;
rotateX(...args: any[]): void;
rotateY(...args: any[]): void;
rotateZ(...args: any[]): void;
scale(...args: any[]): void;
set(...args: any[]): void;
setPosition(...args: any[]): void;
translate(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Mesh {
constructor(...args: any[]);
draw(...args: any[]): void;
onAfterRender(...args: any[]): void;
onBeforeRender(...args: any[]): void;
}
export class Polyline {
constructor(...args: any[]);
resize(...args: any[]): void;
updateGeometry(...args: any[]): void;
}
export class Post {
constructor(...args: any[]);
addPass(...args: any[]): void;
render(...args: any[]): void;
resize(...args: any[]): void;
}
export class Program {
constructor(...args: any[]);
applyState(...args: any[]): void;
remove(...args: any[]): void;
setBlendEquation(...args: any[]): void;
setBlendFunc(...args: any[]): void;
use(...args: any[]): void;
}
export class Quat {
constructor(...args: any[]);
conjugate(...args: any[]): void;
copy(...args: any[]): void;
dot(...args: any[]): void;
fromArray(...args: any[]): void;
fromAxisAngle(...args: any[]): void;
fromEuler(...args: any[]): void;
fromMatrix3(...args: any[]): void;
identity(...args: any[]): void;
inverse(...args: any[]): void;
multiply(...args: any[]): void;
normalize(...args: any[]): void;
rotateX(...args: any[]): void;
rotateY(...args: any[]): void;
rotateZ(...args: any[]): void;
set(...args: any[]): void;
slerp(...args: any[]): void;
toArray(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Raycast {
constructor(...args: any[]);
castMouse(...args: any[]): void;
intersectBounds(...args: any[]): void;
intersectBox(...args: any[]): void;
intersectSphere(...args: any[]): void;
}
export class Renderer {
constructor(...args: any[]);
activeTexture(...args: any[]): void;
bindFramebuffer(...args: any[]): void;
disable(...args: any[]): void;
enable(...args: any[]): void;
getExtension(...args: any[]): void;
getRenderList(...args: any[]): void;
render(...args: any[]): void;
setBlendEquation(...args: any[]): void;
setBlendFunc(...args: any[]): void;
setCullFace(...args: any[]): void;
setDepthFunc(...args: any[]): void;
setDepthMask(...args: any[]): void;
setFrontFace(...args: any[]): void;
setSize(...args: any[]): void;
setViewport(...args: any[]): void;
sortOpaque(...args: any[]): void;
sortTransparent(...args: any[]): void;
sortUI(...args: any[]): void;
gl: any
}
export class Shadow {
constructor(...args: any[]);
add(...args: any[]): void;
render(...args: any[]): void;
}
export class Skin {
constructor(...args: any[]);
addAnimation(...args: any[]): void;
createBoneTexture(...args: any[]): void;
createBones(...args: any[]): void;
draw(...args: any[]): void;
update(...args: any[]): void;
}
export class Texture {
constructor(...args: any[]);
bind(...args: any[]): void;
update(...args: any[]): void;
}
export class Transform {
constructor(...args: any[]);
addChild(...args: any[]): void;
decompose(...args: any[]): void;
lookAt(...args: any[]): void;
removeChild(...args: any[]): void;
setParent(...args: any[]): void;
traverse(...args: any[]): void;
updateMatrix(...args: any[]): void;
updateMatrixWorld(...args: any[]): void;
}
export class Vec2 {
constructor(...args: any[]);
add(...args: any[]): void;
applyMatrix3(...args: any[]): void;
applyMatrix4(...args: any[]): void;
clone(...args: any[]): void;
copy(...args: any[]): void;
cross(...args: any[]): void;
distance(...args: any[]): void;
divide(...args: any[]): void;
dot(...args: any[]): void;
equals(...args: any[]): void;
fromArray(...args: any[]): void;
inverse(...args: any[]): void;
len(...args: any[]): void;
lerp(...args: any[]): void;
multiply(...args: any[]): void;
negate(...args: any[]): void;
normalize(...args: any[]): void;
scale(...args: any[]): void;
set(...args: any[]): void;
squaredDistance(...args: any[]): void;
squaredLen(...args: any[]): void;
sub(...args: any[]): void;
toArray(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Vec3 {
constructor(...args: any[]);
add(...args: any[]): void;
angle(...args: any[]): void;
applyMatrix4(...args: any[]): void;
applyQuaternion(...args: any[]): void;
clone(...args: any[]): void;
copy(...args: any[]): void;
cross(...args: any[]): void;
distance(...args: any[]): void;
divide(...args: any[]): void;
dot(...args: any[]): void;
equals(...args: any[]): void;
fromArray(...args: any[]): void;
inverse(...args: any[]): void;
len(...args: any[]): void;
lerp(...args: any[]): void;
multiply(...args: any[]): void;
negate(...args: any[]): void;
normalize(...args: any[]): void;
scale(...args: any[]): void;
set(...args: any[]): void;
squaredDistance(...args: any[]): void;
squaredLen(...args: any[]): void;
sub(...args: any[]): void;
toArray(...args: any[]): void;
transformDirection(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export class Vec4 {
constructor(...args: any[]);
copy(...args: any[]): void;
fromArray(...args: any[]): void;
normalize(...args: any[]): void;
set(...args: any[]): void;
toArray(...args: any[]): void;
static from(p0: any): any;
static isArray(p0: any): any;
static of(): any;
}
export function Box(...args: any[]): void;
export function Cylinder(...args: any[]): void;
export function NormalProgram(gl: any): any;
export function Orbit(object: any, {
element = document,
enabled = true,
target = new Vec3(),
ease = 0.25,
inertia = 0.85,
enableRotate = true,
rotateSpeed = 0.1,
enableZoom = true,
zoomSpeed = 1,
enablePan = true,
panSpeed = 0.1,
minPolarAngle = 0,
maxPolarAngle = Math.PI,
minAzimuthAngle = -Infinity,
maxAzimuthAngle = Infinity,
minDistance = 0,
maxDistance = Infinity,
}: any): any;
export function Plane(...args: any[]): void;
export function RenderTarget(...args: any[]): void;
export function Sphere(...args: any[]): void;
export function Text({
font,
text,
width = Infinity,
align = 'left',
size = 1,
letterSpacing = 0,
lineHeight = 1.4,
wordSpacing = 0,
wordBreak = false,
}: any): any;
export namespace Plane {
function buildPlane(...args: any[]): void;
}
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