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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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