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🤖 Merge PR #46491 Remove gl-matrix types by @mjeffryes
* remove gl-matrix types * gl-matrix types: modify dependent packages to supported TS version
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@ -1668,6 +1668,12 @@
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"sourceRepoURL": "https://github.com/jdalrymple/node-gitlab",
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"asOfVersion": "2.0.0"
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},
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{
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"libraryName": "gl-matrix",
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"typingsPackageName": "gl-matrix",
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"sourceRepoURL": "https://github.com/toji/gl-matrix.git",
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"asOfVersion": "3.2.0"
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},
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{
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"libraryName": "global-dirs",
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"typingsPackageName": "global-dirs",
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@ -1,728 +0,0 @@
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// common
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import { glMatrix, vec2, mat2, mat3, mat4, vec3, vec4, mat2d, quat } from "gl-matrix";
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var outVal: number;
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var outBool: boolean;
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var outStr: string;
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let vecArray = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]);
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let vec2A = vec2.fromValues(1, 2);
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let vec2B = vec2.fromValues(3, 4);
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let vec3A = vec3.fromValues(1, 2, 3);
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let vec3B = vec3.fromValues(3, 4, 5);
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let vec4A = vec4.fromValues(1, 2, 3, 4);
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let vec4B = vec4.fromValues(3, 4, 5, 6);
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let mat2A = mat2.fromValues(1, 2, 3, 4);
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let mat2B = mat2.fromValues(1, 2, 3, 4);
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let mat2dA = mat2d.fromValues(1, 2, 3, 4, 5, 6);
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let mat2dB = mat2d.fromValues(1, 2, 3, 4, 5, 6);
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let mat3A = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
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let mat3B = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
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let mat4A = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
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let mat4B = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
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let quatA = quat.fromValues(1, 2, 3, 4);
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let quatB = quat.fromValues(5, 6, 7, 8);
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let outVec2 = vec2.create();
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let outVec3 = vec3.create();
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let outVec4 = vec4.create();
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let outMat2 = mat2.create();
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let outMat2d = mat2d.create();
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let outMat3 = mat3.create();
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let outMat4 = mat4.create();
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let outQuat = quat.create();
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let outMat2Null: mat2 | null;
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let outMat2dNull: mat2d | null;
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let outMat3Null: mat3 | null;
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let outMat4Null: mat4 | null;
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// vec2
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outVec2 = vec2.create();
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outVec2 = vec2.clone(vec2A);
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outVec2 = vec2.fromValues(1, 2);
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outVec2 = vec2.copy(outVec2, vec2A);
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outVec2 = vec2.set(outVec2, 1, 2);
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outVec2 = vec2.add(outVec2, vec2A, vec2B);
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outVec2 = vec2.subtract(outVec2, vec2A, vec2B);
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outVec2 = vec2.sub(outVec2, vec2A, vec2B);
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outVec2 = vec2.multiply(outVec2, vec2A, vec2B);
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outVec2 = vec2.mul(outVec2, vec2A, vec2B);
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outVec2 = vec2.divide(outVec2, vec2A, vec2B);
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outVec2 = vec2.div(outVec2, vec2A, vec2B);
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outVec2 = vec2.ceil(outVec2, vec2A);
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outVec2 = vec2.floor(outVec2, vec2A);
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outVec2 = vec2.min(outVec2, vec2A, vec2B);
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outVec2 = vec2.max(outVec2, vec2A, vec2B);
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outVec2 = vec2.round(outVec2, vec2A);
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outVec2 = vec2.scale(outVec2, vec2A, 2);
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outVec2 = vec2.scaleAndAdd(outVec2, vec2A, vec2B, 0.5);
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outVal = vec2.distance(vec2A, vec2B);
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outVal = vec2.dist(vec2A, vec2B);
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outVal = vec2.squaredDistance(vec2A, vec2B);
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outVal = vec2.sqrDist(vec2A, vec2B);
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outVal = vec2.length(vec2A);
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outVal = vec2.len(vec2A);
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outVal = vec2.squaredLength(vec2A);
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outVal = vec2.sqrLen(vec2A);
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outVec2 = vec2.negate(outVec2, vec2A);
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outVec2 = vec2.inverse(outVec2, vec2A);
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outVec2 = vec2.normalize(outVec2, vec2A);
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outVal = vec2.dot(vec2A, vec2B);
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outVec3 = vec2.cross(outVec3, vec2A, vec2B);
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outVec2 = vec2.lerp(outVec2, vec2A, vec2B, 0.5);
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outVec2 = vec2.random(outVec2);
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outVec2 = vec2.random(outVec2, 5.0);
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outVec2 = vec2.rotate(outVec2, vec2A, vec2B, Math.PI * 0.5);
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outVec2 = vec2.transformMat2(outVec2, vec2A, mat2A);
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outVec2 = vec2.transformMat2d(outVec2, vec2A, mat2dA);
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outVec2 = vec2.transformMat3(outVec2, vec2A, mat3A);
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outVec2 = vec2.transformMat4(outVec2, vec2A, mat4A);
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vecArray = vec2.forEach(vecArray, 0, 0, 0, vec2.normalize);
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outVal = vec2.angle(vec2A, vec2B);
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outStr = vec2.str(vec2A);
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outBool = vec2.exactEquals(vec2A, vec2B);
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outBool = vec2.equals(vec2A, vec2B);
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outVec2 = vec2.add(outVec2, [0, 1], [2, 3]); // test one method with number array input
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// vec3
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outVec3 = vec3.create();
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outVec3 = vec3.clone(vec3A);
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outVec3 = vec3.fromValues(1, 2, 3);
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outVec3 = vec3.copy(outVec3, vec3A);
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outVec3 = vec3.set(outVec3, 1, 2, 3);
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outVec3 = vec3.add(outVec3, vec3A, vec3B);
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outVec3 = vec3.subtract(outVec3, vec3A, vec3B);
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outVec3 = vec3.sub(outVec3, vec3A, vec3B);
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outVec3 = vec3.multiply(outVec3, vec3A, vec3B);
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outVec3 = vec3.mul(outVec3, vec3A, vec3B);
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outVec3 = vec3.divide(outVec3, vec3A, vec3B);
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outVec3 = vec3.div(outVec3, vec3A, vec3B);
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outVec3 = vec3.ceil(outVec3, vec3A);
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outVec3 = vec3.floor(outVec3, vec3A);
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outVec3 = vec3.min(outVec3, vec3A, vec3B);
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outVec3 = vec3.max(outVec3, vec3A, vec3B);
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outVec3 = vec3.round(outVec3, vec3A);
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outVec3 = vec3.scale(outVec3, vec3A, 2);
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outVec3 = vec3.scaleAndAdd(outVec3, vec3A, vec3B, 0.5);
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outVal = vec3.distance(vec3A, vec3B);
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outVal = vec3.dist(vec3A, vec3B);
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outVal = vec3.squaredDistance(vec3A, vec3B);
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outVal = vec3.sqrDist(vec3A, vec3B);
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outVal = vec3.length(vec3A);
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outVal = vec3.len(vec3A);
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outVal = vec3.squaredLength(vec3A);
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outVal = vec3.sqrLen(vec3A);
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outVec3 = vec3.negate(outVec3, vec3A);
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outVec3 = vec3.inverse(outVec3, vec3A);
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outVec3 = vec3.normalize(outVec3, vec3A);
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outVal = vec3.dot(vec3A, vec3B);
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outVec3 = vec3.cross(outVec3, vec3A, vec3B);
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outVec3 = vec3.lerp(outVec3, vec3A, vec3B, 0.5);
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outVec3 = vec3.hermite(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
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outVec3 = vec3.bezier(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
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outVec3 = vec3.random(outVec3);
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outVec3 = vec3.random(outVec3, 5.0);
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outVec3 = vec3.transformMat3(outVec3, vec3A, mat3A);
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outVec3 = vec3.transformMat4(outVec3, vec3A, mat4A);
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outVec3 = vec3.transformQuat(outVec3, vec3A, quatA);
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outVec3 = vec3.rotateX(outVec3, vec3A, vec3B, Math.PI);
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outVec3 = vec3.rotateY(outVec3, vec3A, vec3B, Math.PI);
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outVec3 = vec3.rotateZ(outVec3, vec3A, vec3B, Math.PI);
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vecArray = vec3.forEach(vecArray, 0, 0, 0, vec3.normalize);
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outVal = vec3.angle(vec3A, vec3B);
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outStr = vec3.str(vec3A);
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outBool = vec3.exactEquals(vec3A, vec3B);
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outBool = vec3.equals(vec3A, vec3B);
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outVec3 = vec3.add(outVec3, [0, 1, 2], [3, 4, 5]); // test one method with number array input
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// vec4
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outVec4 = vec4.create();
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outVec4 = vec4.clone(vec4A);
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outVec4 = vec4.fromValues(1, 2, 3, 4);
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outVec4 = vec4.copy(outVec4, vec4A);
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outVec4 = vec4.set(outVec4, 1, 2, 3, 4);
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outVec4 = vec4.add(outVec4, vec4A, vec4B);
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outVec4 = vec4.subtract(outVec4, vec4A, vec4B);
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outVec4 = vec4.sub(outVec4, vec4A, vec4B);
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outVec4 = vec4.multiply(outVec4, vec4A, vec4B);
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outVec4 = vec4.mul(outVec4, vec4A, vec4B);
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outVec4 = vec4.divide(outVec4, vec4A, vec4B);
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outVec4 = vec4.div(outVec4, vec4A, vec4B);
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outVec4 = vec4.ceil(outVec4, vec4A);
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outVec4 = vec4.floor(outVec4, vec4A);
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outVec4 = vec4.min(outVec4, vec4A, vec4B);
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outVec4 = vec4.max(outVec4, vec4A, vec4B);
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outVec4 = vec4.scale(outVec4, vec4A, 2);
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outVec4 = vec4.scaleAndAdd(outVec4, vec4A, vec4B, 0.5);
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outVal = vec4.distance(vec4A, vec4B);
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outVal = vec4.dist(vec4A, vec4B);
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outVal = vec4.squaredDistance(vec4A, vec4B);
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outVal = vec4.sqrDist(vec4A, vec4B);
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outVal = vec4.length(vec4A);
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outVal = vec4.len(vec4A);
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outVal = vec4.squaredLength(vec4A);
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outVal = vec4.sqrLen(vec4A);
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outVec4 = vec4.negate(outVec4, vec4A);
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outVec4 = vec4.inverse(outVec4, vec4A);
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outVec4 = vec4.normalize(outVec4, vec4A);
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outVal = vec4.dot(vec4A, vec4B);
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outVec4 = vec4.lerp(outVec4, vec4A, vec4B, 0.5);
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outVec4 = vec4.random(outVec4);
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outVec4 = vec4.random(outVec4, 5.0);
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outVec4 = vec4.transformMat4(outVec4, vec4A, mat4A);
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outVec4 = vec4.transformQuat(outVec4, vec4A, quatA);
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vecArray = vec4.forEach(vecArray, 0, 0, 0, vec4.normalize);
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outStr = vec4.str(vec4A);
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outBool = vec4.exactEquals(vec4A, vec4B);
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outBool = vec4.equals(vec4A, vec4B);
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outVec4 = vec4.add(outVec4, [0, 1, 2, 3], [4, 5, 6, 7]); // test one method with number array input
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// mat2
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outMat2 = mat2.create();
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outMat2 = mat2.clone(mat2A);
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outMat2 = mat2.copy(outMat2, mat2A);
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outMat2 = mat2.identity(outMat2);
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outMat2 = mat2.fromValues(1, 2, 3, 4);
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outMat2 = mat2.set(outMat2, 1, 2, 3, 4);
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outMat2 = mat2.transpose(outMat2, mat2A);
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outMat2Null = mat2.invert(outMat2, mat2A);
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outMat2 = mat2.adjoint(outMat2, mat2A);
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outVal = mat2.determinant(mat2A);
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outMat2 = mat2.multiply(outMat2, mat2A, mat2B);
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outMat2 = mat2.mul(outMat2, mat2A, mat2B);
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outMat2 = mat2.rotate(outMat2, mat2A, Math.PI * 0.5);
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outMat2 = mat2.scale(outMat2, mat2A, vec2A);
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outMat2 = mat2.fromRotation(outMat2, 0.5);
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outMat2 = mat2.fromScaling(outMat2, vec2A);
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outStr = mat2.str(mat2A);
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outVal = mat2.frob(mat2A);
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var L = mat2.create();
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var D = mat2.create();
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var U = mat2.create();
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outMat2 = mat2.LDU(L, D, U, mat2A);
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outMat2 = mat2.add(outMat2, mat2A, mat2B);
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outMat2 = mat2.subtract(outMat2, mat2A, mat2B);
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outMat2 = mat2.sub(outMat2, mat2A, mat2B);
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outBool = mat2.exactEquals(mat2A, mat2B);
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outBool = mat2.equals(mat2A, mat2B);
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outMat2 = mat2.multiplyScalar (outMat2, mat2A, 2);
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outMat2 = mat2.multiplyScalarAndAdd (outMat2, mat2A, mat2B, 2);
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// mat2d
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outMat2d = mat2d.create();
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outMat2d = mat2d.clone(mat2dA);
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outMat2d = mat2d.copy(outMat2d, mat2dA);
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outMat2d = mat2d.identity(outMat2d);
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outMat2d = mat2d.fromValues(1, 2, 3, 4, 5, 6);
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outMat2d = mat2d.set(outMat2d, 1, 2, 3, 4, 5, 6);
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outMat2dNull = mat2d.invert(outMat2d, mat2dA);
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outVal = mat2d.determinant(mat2dA);
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outMat2d = mat2d.multiply(outMat2d, mat2dA, mat2dB);
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outMat2d = mat2d.mul(outMat2d, mat2dA, mat2dB);
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outMat2d = mat2d.rotate(outMat2d, mat2dA, Math.PI * 0.5);
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outMat2d = mat2d.scale(outMat2d, mat2dA, vec2A);
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outMat2d = mat2d.translate(outMat2d, mat2dA, vec2A);
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outMat2d = mat2d.fromRotation(outMat2d, 0.5);
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outMat2d = mat2d.fromScaling(outMat2d, vec2A);
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outMat2d = mat2d.fromTranslation(outMat2d, vec2A);
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outStr = mat2d.str(mat2dA);
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outVal = mat2d.frob(mat2dA);
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outMat2d = mat2d.add(outMat2d, mat2dA, mat2dB);
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outMat2d = mat2d.subtract(outMat2d, mat2dA, mat2dB);
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outMat2d = mat2d.sub(outMat2d, mat2dA, mat2dB);
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outMat2d = mat2d.multiplyScalar (outMat2d, mat2dA, 2);
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outMat2d = mat2d.multiplyScalarAndAdd (outMat2d, mat2dA, mat2dB, 2);
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outBool = mat2d.exactEquals(mat2dA, mat2dB);
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outBool = mat2d.equals(mat2dA, mat2dB);
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// mat3
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outMat3 = mat3.create();
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outMat3 = mat3.fromMat4(outMat3, mat4A);
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outMat3 = mat3.clone(mat3A);
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outMat3 = mat3.copy(outMat3, mat3A);
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outMat3 = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
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outMat3 = mat3.set(outMat3, 1, 2, 3, 4, 5, 6, 7, 8, 9);
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outMat3 = mat3.identity(outMat3);
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outMat3 = mat3.transpose(outMat3, mat3A);
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outMat3Null = mat3.invert(outMat3, mat3A);
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outMat3 = mat3.adjoint(outMat3, mat3A);
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outVal = mat3.determinant(mat3A);
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outMat3 = mat3.multiply(outMat3, mat3A, mat3B);
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outMat3 = mat3.mul(outMat3, mat3A, mat3B);
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outMat3 = mat3.translate(outMat3, mat3A, vec2A);
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outMat3 = mat3.rotate(outMat3, mat3A, Math.PI/2);
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outMat3 = mat3.scale(outMat3, mat3A, vec2A);
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outMat3 = mat3.fromTranslation(outMat3, vec2A);
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outMat3 = mat3.fromRotation(outMat3, Math.PI);
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outMat3 = mat3.fromScaling(outMat3, vec2A);
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outMat3 = mat3.fromMat2d(outMat3, mat2dA);
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outMat3 = mat3.fromQuat(outMat3, quatA);
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outMat3Null = mat3.normalFromMat4(outMat3, mat4A);
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outStr = mat3.str(mat3A);
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outVal = mat3.frob(mat3A);
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outMat3 = mat3.add(outMat3, mat3A, mat3B);
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outMat3 = mat3.subtract(outMat3, mat3A, mat3B);
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outMat3 = mat3.sub(outMat3, mat3A, mat3B);
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outMat3 = mat3.multiplyScalar (outMat3, mat3A, 2);
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outMat3 = mat3.multiplyScalarAndAdd (outMat3, mat3A, mat3B, 2);
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outBool = mat3.exactEquals(mat3A, mat3B);
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outBool = mat3.equals(mat3A, mat3B);
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outMat3 = mat3.projection(outMat3, 100, 100);
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//mat4
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outMat4 = mat4.create();
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outMat4 = mat4.clone(mat4A);
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outMat4 = mat4.copy(outMat4, mat4A);
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outMat4 = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
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outMat4 = mat4.set(outMat4, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
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outMat4 = mat4.identity(outMat4);
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outMat4 = mat4.transpose(outMat4, mat4A);
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outMat4Null = mat4.invert(outMat4, mat4A);
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outMat4 = mat4.adjoint(outMat4, mat4A);
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outVal = mat4.determinant(mat4A);
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outMat4 = mat4.multiply(outMat4, mat4A, mat4B);
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outMat4 = mat4.mul(outMat4, mat4A, mat4B);
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outMat4 = mat4.translate(outMat4, mat4A, vec3A);
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outMat4 = mat4.scale(outMat4, mat4A, vec3A);
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outMat4Null = mat4.rotate(outMat4, mat4A, Math.PI, vec3A);
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outMat4 = mat4.rotateX(outMat4, mat4A, Math.PI);
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outMat4 = mat4.rotateY(outMat4, mat4A, Math.PI);
|
||||
outMat4 = mat4.rotateZ(outMat4, mat4A, Math.PI);
|
||||
outMat4 = mat4.fromTranslation(outMat4, vec3A);
|
||||
outMat4Null = mat4.fromRotation(outMat4, Math.PI, vec3A);
|
||||
outMat4 = mat4.fromScaling(outMat4, vec3A);
|
||||
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
|
||||
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
|
||||
outMat4 = mat4.fromZRotation(outMat4, Math.PI);
|
||||
outMat4 = mat4.fromRotationTranslation(outMat4, quatA, vec3A);
|
||||
outVec3 = mat4.getTranslation(outVec3, mat4A);
|
||||
outVec3 = mat4.getScaling(outVec3, mat4A);
|
||||
outQuat = mat4.getRotation(outQuat, mat4A);
|
||||
outMat4 = mat4.fromRotationTranslationScale(outMat4, quatA, vec3A, vec3B);
|
||||
outMat4 = mat4.fromRotationTranslationScaleOrigin(outMat4, quatA, vec3A, vec3B, vec3A);
|
||||
outMat4 = mat4.fromQuat(outMat4, quatB);
|
||||
outMat4 = mat4.frustum(outMat4, -1, 1, -1, 1, -1, 1);
|
||||
outMat4 = mat4.perspective(outMat4, Math.PI, 1, 0, 1);
|
||||
outMat4 = mat4.perspectiveFromFieldOfView(outMat4, {upDegrees:Math.PI, downDegrees:-Math.PI, leftDegrees:-Math.PI, rightDegrees:Math.PI}, 1, 0);
|
||||
outMat4 = mat4.ortho(outMat4, -1, 1, -1, 1, -1, 1);
|
||||
outMat4 = mat4.lookAt(outMat4, vec3A, vec3B, vec3A);
|
||||
outMat4 = mat4.targetTo(outMat4, vec3A, vec3B, vec3A);
|
||||
outStr = mat4.str(mat4A);
|
||||
outVal = mat4.frob(mat4A);
|
||||
outMat4 = mat4.add(outMat4, mat4A, mat4B);
|
||||
outMat4 = mat4.subtract(outMat4, mat4A, mat4B);
|
||||
outMat4 = mat4.sub(outMat4, mat4A, mat4B);
|
||||
outMat4 = mat4.multiplyScalar (outMat4, mat4A, 2);
|
||||
outMat4 = mat4.multiplyScalarAndAdd (outMat4, mat4A, mat4B, 2);
|
||||
outBool = mat4.exactEquals(mat4A, mat4B);
|
||||
outBool = mat4.equals(mat4A, mat4B);
|
||||
|
||||
// quat
|
||||
var deg90 = Math.PI / 2;
|
||||
outQuat = quat.create();
|
||||
outQuat = quat.clone(quatA);
|
||||
outQuat = quat.fromValues(1, 2, 3, 4);
|
||||
outQuat = quat.copy(outQuat, quatA);
|
||||
outQuat = quat.set(outQuat, 1, 2, 3, 4);
|
||||
outQuat = quat.identity(outQuat);
|
||||
outQuat = quat.rotationTo(outQuat, vec3A, vec3B);
|
||||
outQuat = quat.setAxes(outQuat, vec3A, vec3B, vec3A);
|
||||
outQuat = quat.setAxisAngle(outQuat, vec3A, Math.PI * 0.5);
|
||||
outVal = quat.getAxisAngle (outVec3, quatA);
|
||||
outQuat = quat.add(outQuat, quatA, quatB);
|
||||
outQuat = quat.multiply(outQuat, quatA, quatB);
|
||||
outQuat = quat.mul(outQuat, quatA, quatB);
|
||||
outQuat = quat.scale(outQuat, quatA, 2);
|
||||
outVal = quat.length(quatA);
|
||||
outVal = quat.len(quatA);
|
||||
outVal = quat.squaredLength(quatA);
|
||||
outVal = quat.sqrLen(quatA);
|
||||
outQuat = quat.normalize(outQuat, quatA);
|
||||
outVal = quat.dot(quatA, quatB);
|
||||
outQuat = quat.fromEuler(outQuat, deg90, deg90, deg90);
|
||||
outQuat = quat.lerp(outQuat, quatA, quatB, 0.5);
|
||||
outQuat = quat.slerp(outQuat, quatA, quatB, 0.5);
|
||||
outQuat = quat.invert(outQuat, quatA);
|
||||
outQuat = quat.conjugate(outQuat, quatA);
|
||||
outStr = quat.str(quatA);
|
||||
outQuat = quat.rotateX(outQuat, quatA, deg90);
|
||||
outQuat = quat.rotateY(outQuat, quatA, deg90);
|
||||
outQuat = quat.rotateZ(outQuat, quatA, deg90);
|
||||
outQuat = quat.fromMat3(outQuat, mat3A);
|
||||
outQuat = quat.calculateW(outQuat, quatA);
|
||||
outBool = quat.exactEquals(quatA, quatB);
|
||||
outBool = quat.equals(quatA, quatB);
|
||||
|
||||
// glMatrix
|
||||
outVal = glMatrix.RANDOM();
|
||||
outVal = glMatrix.EPSILON;
|
||||
outBool = glMatrix.ENABLE_SIMD;
|
||||
outBool = glMatrix.SIMD_AVAILABLE;
|
||||
outBool = glMatrix.USE_SIMD;
|
||||
outBool = glMatrix.equals(1, 1);
|
||||
outBool = glMatrix.equals(1, -1);
|
||||
outVal = glMatrix.toRadian(10);
|
||||
|
||||
// common
|
||||
import _glMatrix = require('gl-matrix/src/gl-matrix/common');
|
||||
import _vec2 = require('gl-matrix/src/gl-matrix/vec2');
|
||||
import _vec3 = require('gl-matrix/src/gl-matrix/vec3');
|
||||
import _vec4 = require('gl-matrix/src/gl-matrix/vec4');
|
||||
import _mat2 = require('gl-matrix/src/gl-matrix/mat2');
|
||||
import _mat2d = require('gl-matrix/src/gl-matrix/mat2d');
|
||||
import _mat3 = require('gl-matrix/src/gl-matrix/mat3');
|
||||
import _mat4 = require('gl-matrix/src/gl-matrix/mat4');
|
||||
import _quat = require('gl-matrix/src/gl-matrix/quat');
|
||||
|
||||
vecArray = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]);
|
||||
|
||||
vec2A = _vec2.fromValues(1, 2);
|
||||
vec2B = _vec2.fromValues(3, 4);
|
||||
vec3A = _vec3.fromValues(1, 2, 3);
|
||||
vec3B = _vec3.fromValues(3, 4, 5);
|
||||
vec4A = _vec4.fromValues(1, 2, 3, 4);
|
||||
vec4B = _vec4.fromValues(3, 4, 5, 6);
|
||||
mat2A = _mat2.fromValues(1, 2, 3, 4);
|
||||
mat2B = _mat2.fromValues(1, 2, 3, 4);
|
||||
mat2dA = _mat2d.fromValues(1, 2, 3, 4, 5, 6);
|
||||
mat2dB = _mat2d.fromValues(1, 2, 3, 4, 5, 6);
|
||||
mat3A = _mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
|
||||
mat3B = _mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
|
||||
mat4A = _mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
|
||||
mat4B = _mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
|
||||
quatA = _quat.fromValues(1, 2, 3, 4);
|
||||
quatB = _quat.fromValues(5, 6, 7, 8);
|
||||
|
||||
outVec2 = _vec2.create();
|
||||
outVec3 = _vec3.create();
|
||||
outVec4 = _vec4.create();
|
||||
outMat2 = _mat2.create();
|
||||
outMat2d = _mat2d.create();
|
||||
outMat3 = _mat3.create();
|
||||
outMat4 = _mat4.create();
|
||||
outQuat = _quat.create();
|
||||
|
||||
// _vec2
|
||||
outVec2 = _vec2.create();
|
||||
outVec2 = _vec2.clone(vec2A);
|
||||
outVec2 = _vec2.fromValues(1, 2);
|
||||
outVec2 = _vec2.copy(outVec2, vec2A);
|
||||
outVec2 = _vec2.set(outVec2, 1, 2);
|
||||
outVec2 = _vec2.add(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.subtract(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.sub(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.multiply(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.mul(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.divide(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.div(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.ceil(outVec2, vec2A);
|
||||
outVec2 = _vec2.floor(outVec2, vec2A);
|
||||
outVec2 = _vec2.min(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.max(outVec2, vec2A, vec2B);
|
||||
outVec2 = _vec2.round(outVec2, vec2A);
|
||||
outVec2 = _vec2.scale(outVec2, vec2A, 2);
|
||||
outVec2 = _vec2.scaleAndAdd(outVec2, vec2A, vec2B, 0.5);
|
||||
outVal = _vec2.distance(vec2A, vec2B);
|
||||
outVal = _vec2.dist(vec2A, vec2B);
|
||||
outVal = _vec2.squaredDistance(vec2A, vec2B);
|
||||
outVal = _vec2.sqrDist(vec2A, vec2B);
|
||||
outVal = _vec2.length(vec2A);
|
||||
outVal = _vec2.len(vec2A);
|
||||
outVal = _vec2.squaredLength(vec2A);
|
||||
outVal = _vec2.sqrLen(vec2A);
|
||||
outVec2 = _vec2.negate(outVec2, vec2A);
|
||||
outVec2 = _vec2.inverse(outVec2, vec2A);
|
||||
outVec2 = _vec2.normalize(outVec2, vec2A);
|
||||
outVal = _vec2.dot(vec2A, vec2B);
|
||||
outVec3 = _vec2.cross(outVec3, vec2A, vec2B);
|
||||
outVec2 = _vec2.lerp(outVec2, vec2A, vec2B, 0.5);
|
||||
outVec2 = _vec2.random(outVec2);
|
||||
outVec2 = _vec2.random(outVec2, 5.0);
|
||||
outVec2 = _vec2.transformMat2(outVec2, vec2A, mat2A);
|
||||
outVec2 = _vec2.transformMat2d(outVec2, vec2A, mat2dA);
|
||||
outVec2 = _vec2.transformMat3(outVec2, vec2A, mat3A);
|
||||
outVec2 = _vec2.transformMat4(outVec2, vec2A, mat4A);
|
||||
vecArray = _vec2.forEach(vecArray, 0, 0, 0, _vec2.normalize);
|
||||
outStr = _vec2.str(vec2A);
|
||||
outBool = _vec2.exactEquals(vec2A, vec2B);
|
||||
outBool = _vec2.equals(vec2A, vec2B);
|
||||
outVec2 = _vec2.add(outVec2, [0, 1], [2, 3]); // test one method with number array input
|
||||
|
||||
// _vec3
|
||||
outVec3 = _vec3.create();
|
||||
outVec3 = _vec3.clone(vec3A);
|
||||
outVec3 = _vec3.fromValues(1, 2, 3);
|
||||
outVec3 = _vec3.copy(outVec3, vec3A);
|
||||
outVec3 = _vec3.set(outVec3, 1, 2, 3);
|
||||
outVec3 = _vec3.add(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.subtract(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.sub(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.multiply(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.mul(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.divide(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.div(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.ceil(outVec3, vec3A);
|
||||
outVec3 = _vec3.floor(outVec3, vec3A);
|
||||
outVec3 = _vec3.min(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.max(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.round(outVec3, vec3A);
|
||||
outVec3 = _vec3.scale(outVec3, vec3A, 2);
|
||||
outVec3 = _vec3.scaleAndAdd(outVec3, vec3A, vec3B, 0.5);
|
||||
outVal = _vec3.distance(vec3A, vec3B);
|
||||
outVal = _vec3.dist(vec3A, vec3B);
|
||||
outVal = _vec3.squaredDistance(vec3A, vec3B);
|
||||
outVal = _vec3.sqrDist(vec3A, vec3B);
|
||||
outVal = _vec3.length(vec3A);
|
||||
outVal = _vec3.len(vec3A);
|
||||
outVal = _vec3.squaredLength(vec3A);
|
||||
outVal = _vec3.sqrLen(vec3A);
|
||||
outVec3 = _vec3.negate(outVec3, vec3A);
|
||||
outVec3 = _vec3.inverse(outVec3, vec3A);
|
||||
outVec3 = _vec3.normalize(outVec3, vec3A);
|
||||
outVal = _vec3.dot(vec3A, vec3B);
|
||||
outVec3 = _vec3.cross(outVec3, vec3A, vec3B);
|
||||
outVec3 = _vec3.lerp(outVec3, vec3A, vec3B, 0.5);
|
||||
outVec3 = _vec3.hermite(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
|
||||
outVec3 = _vec3.bezier(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
|
||||
outVec3 = _vec3.random(outVec3);
|
||||
outVec3 = _vec3.random(outVec3, 5.0);
|
||||
outVec3 = _vec3.transformMat3(outVec3, vec3A, mat3A);
|
||||
outVec3 = _vec3.transformMat4(outVec3, vec3A, mat4A);
|
||||
outVec3 = _vec3.transformQuat(outVec3, vec3A, quatA);
|
||||
outVec3 = _vec3.rotateX(outVec3, vec3A, vec3B, Math.PI);
|
||||
outVec3 = _vec3.rotateY(outVec3, vec3A, vec3B, Math.PI);
|
||||
outVec3 = _vec3.rotateZ(outVec3, vec3A, vec3B, Math.PI);
|
||||
vecArray = _vec3.forEach(vecArray, 0, 0, 0, _vec3.normalize);
|
||||
outVal = _vec3.angle(vec3A, vec3B);
|
||||
outStr = _vec3.str(vec3A);
|
||||
outBool = _vec3.exactEquals(vec3A, vec3B);
|
||||
outBool = _vec3.equals(vec3A, vec3B);
|
||||
outVec3 = _vec3.add(outVec3, [0, 1, 2], [3, 4, 5]); // test one method with number array input
|
||||
|
||||
// _vec4
|
||||
outVec4 = _vec4.create();
|
||||
outVec4 = _vec4.clone(vec4A);
|
||||
outVec4 = _vec4.fromValues(1, 2, 3, 4);
|
||||
outVec4 = _vec4.copy(outVec4, vec4A);
|
||||
outVec4 = _vec4.set(outVec4, 1, 2, 3, 4);
|
||||
outVec4 = _vec4.add(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.subtract(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.sub(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.multiply(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.mul(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.divide(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.div(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.ceil(outVec4, vec4A);
|
||||
outVec4 = _vec4.floor(outVec4, vec4A);
|
||||
outVec4 = _vec4.min(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.max(outVec4, vec4A, vec4B);
|
||||
outVec4 = _vec4.scale(outVec4, vec4A, 2);
|
||||
outVec4 = _vec4.scaleAndAdd(outVec4, vec4A, vec4B, 0.5);
|
||||
outVal = _vec4.distance(vec4A, vec4B);
|
||||
outVal = _vec4.dist(vec4A, vec4B);
|
||||
outVal = _vec4.squaredDistance(vec4A, vec4B);
|
||||
outVal = _vec4.sqrDist(vec4A, vec4B);
|
||||
outVal = _vec4.length(vec4A);
|
||||
outVal = _vec4.len(vec4A);
|
||||
outVal = _vec4.squaredLength(vec4A);
|
||||
outVal = _vec4.sqrLen(vec4A);
|
||||
outVec4 = _vec4.negate(outVec4, vec4A);
|
||||
outVec4 = _vec4.inverse(outVec4, vec4A);
|
||||
outVec4 = _vec4.normalize(outVec4, vec4A);
|
||||
outVal = _vec4.dot(vec4A, vec4B);
|
||||
outVec4 = _vec4.lerp(outVec4, vec4A, vec4B, 0.5);
|
||||
outVec4 = _vec4.random(outVec4);
|
||||
outVec4 = _vec4.random(outVec4, 5.0);
|
||||
outVec4 = _vec4.transformMat4(outVec4, vec4A, mat4A);
|
||||
outVec4 = _vec4.transformQuat(outVec4, vec4A, quatA);
|
||||
vecArray = _vec4.forEach(vecArray, 0, 0, 0, _vec4.normalize);
|
||||
outStr = _vec4.str(vec4A);
|
||||
outBool = _vec4.exactEquals(vec4A, vec4B);
|
||||
outBool = _vec4.equals(vec4A, vec4B);
|
||||
outVec4 = _vec4.add(outVec4, [0, 1, 2, 3], [4, 5, 6, 7]); // test one method with number array input
|
||||
|
||||
// _mat2
|
||||
outMat2 = _mat2.create();
|
||||
outMat2 = _mat2.clone(mat2A);
|
||||
outMat2 = _mat2.copy(outMat2, mat2A);
|
||||
outMat2 = _mat2.identity(outMat2);
|
||||
outMat2 = _mat2.fromValues(1, 2, 3, 4);
|
||||
outMat2 = _mat2.set(outMat2, 1, 2, 3, 4);
|
||||
outMat2 = _mat2.transpose(outMat2, mat2A);
|
||||
outMat2Null = _mat2.invert(outMat2, mat2A);
|
||||
outMat2 = _mat2.adjoint(outMat2, mat2A);
|
||||
outVal = _mat2.determinant(mat2A);
|
||||
outMat2 = _mat2.multiply(outMat2, mat2A, mat2B);
|
||||
outMat2 = _mat2.mul(outMat2, mat2A, mat2B);
|
||||
outMat2 = _mat2.rotate(outMat2, mat2A, Math.PI * 0.5);
|
||||
outMat2 = _mat2.scale(outMat2, mat2A, vec2A);
|
||||
outMat2 = _mat2.fromRotation(outMat2, 0.5);
|
||||
outMat2 = _mat2.fromScaling(outMat2, vec2A);
|
||||
outStr = _mat2.str(mat2A);
|
||||
outVal = _mat2.frob(mat2A);
|
||||
var L = _mat2.create();
|
||||
var D = _mat2.create();
|
||||
var U = _mat2.create();
|
||||
outMat2 = _mat2.LDU(L, D, U, mat2A);
|
||||
outMat2 = _mat2.add(outMat2, mat2A, mat2B);
|
||||
outMat2 = _mat2.subtract(outMat2, mat2A, mat2B);
|
||||
outMat2 = _mat2.sub(outMat2, mat2A, mat2B);
|
||||
outBool = _mat2.exactEquals(mat2A, mat2B);
|
||||
outBool = _mat2.equals(mat2A, mat2B);
|
||||
outMat2 = _mat2.multiplyScalar (outMat2, mat2A, 2);
|
||||
outMat2 = _mat2.multiplyScalarAndAdd (outMat2, mat2A, mat2B, 2);
|
||||
|
||||
// _mat2d
|
||||
outMat2d = _mat2d.create();
|
||||
outMat2d = _mat2d.clone(mat2dA);
|
||||
outMat2d = _mat2d.copy(outMat2d, mat2dA);
|
||||
outMat2d = _mat2d.identity(outMat2d);
|
||||
outMat2d = _mat2d.fromValues(1, 2, 3, 4, 5, 6);
|
||||
outMat2d = _mat2d.set(outMat2d, 1, 2, 3, 4, 5, 6);
|
||||
outMat2dNull = _mat2d.invert(outMat2d, mat2dA);
|
||||
outVal = _mat2d.determinant(mat2dA);
|
||||
outMat2d = _mat2d.multiply(outMat2d, mat2dA, mat2dB);
|
||||
outMat2d = _mat2d.mul(outMat2d, mat2dA, mat2dB);
|
||||
outMat2d = _mat2d.rotate(outMat2d, mat2dA, Math.PI * 0.5);
|
||||
outMat2d = _mat2d.scale(outMat2d, mat2dA, vec2A);
|
||||
outMat2d = _mat2d.translate(outMat2d, mat2dA, vec2A);
|
||||
outMat2d = _mat2d.fromRotation(outMat2d, 0.5);
|
||||
outMat2d = _mat2d.fromScaling(outMat2d, vec2A);
|
||||
outMat2d = _mat2d.fromTranslation(outMat2d, vec2A);
|
||||
outStr = _mat2d.str(mat2dA);
|
||||
outVal = _mat2d.frob(mat2dA);
|
||||
outMat2d = _mat2d.add(outMat2d, mat2dA, mat2dB);
|
||||
outMat2d = _mat2d.subtract(outMat2d, mat2dA, mat2dB);
|
||||
outMat2d = _mat2d.sub(outMat2d, mat2dA, mat2dB);
|
||||
outMat2d = _mat2d.multiplyScalar (outMat2d, mat2dA, 2);
|
||||
outMat2d = _mat2d.multiplyScalarAndAdd (outMat2d, mat2dA, mat2dB, 2);
|
||||
outBool = _mat2d.exactEquals(mat2dA, mat2dB);
|
||||
outBool = _mat2d.equals(mat2dA, mat2dB);
|
||||
|
||||
// _mat3
|
||||
outMat3 = _mat3.create();
|
||||
outMat3 = _mat3.fromMat4(outMat3, mat4A);
|
||||
outMat3 = _mat3.clone(mat3A);
|
||||
outMat3 = _mat3.copy(outMat3, mat3A);
|
||||
outMat3 = _mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
|
||||
outMat3 = _mat3.set(outMat3, 1, 2, 3, 4, 5, 6, 7, 8, 9);
|
||||
outMat3 = _mat3.identity(outMat3);
|
||||
outMat3 = _mat3.transpose(outMat3, mat3A);
|
||||
outMat3Null = _mat3.invert(outMat3, mat3A);
|
||||
outMat3 = _mat3.adjoint(outMat3, mat3A);
|
||||
outVal = _mat3.determinant(mat3A);
|
||||
outMat3 = _mat3.multiply(outMat3, mat3A, mat3B);
|
||||
outMat3 = _mat3.mul(outMat3, mat3A, mat3B);
|
||||
outMat3 = _mat3.translate(outMat3, mat3A, vec2A);
|
||||
outMat3 = _mat3.rotate(outMat3, mat3A, Math.PI/2);
|
||||
outMat3 = _mat3.scale(outMat3, mat3A, vec2A);
|
||||
outMat3 = _mat3.fromTranslation(outMat3, vec2A);
|
||||
outMat3 = _mat3.fromRotation(outMat3, Math.PI);
|
||||
outMat3 = _mat3.fromScaling(outMat3, vec2A);
|
||||
outMat3 = _mat3.fromMat2d(outMat3, mat2dA);
|
||||
outMat3 = _mat3.fromQuat(outMat3, quatA);
|
||||
outMat3Null = _mat3.normalFromMat4(outMat3, mat4A);
|
||||
outStr = _mat3.str(mat3A);
|
||||
outVal = _mat3.frob(mat3A);
|
||||
outMat3 = _mat3.add(outMat3, mat3A, mat3B);
|
||||
outMat3 = _mat3.subtract(outMat3, mat3A, mat3B);
|
||||
outMat3 = _mat3.sub(outMat3, mat3A, mat3B);
|
||||
outMat3 = _mat3.multiplyScalar (outMat3, mat3A, 2);
|
||||
outMat3 = _mat3.multiplyScalarAndAdd (outMat3, mat3A, mat3B, 2);
|
||||
outBool = _mat3.exactEquals(mat3A, mat3B);
|
||||
outBool = _mat3.equals(mat3A, mat3B);
|
||||
|
||||
//_mat4
|
||||
outMat4 = _mat4.create();
|
||||
outMat4 = _mat4.clone(mat4A);
|
||||
outMat4 = _mat4.copy(outMat4, mat4A);
|
||||
outMat4 = _mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
|
||||
outMat4 = _mat4.set(outMat4, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
|
||||
outMat4 = _mat4.identity(outMat4);
|
||||
outMat4 = _mat4.transpose(outMat4, mat4A);
|
||||
outMat4Null = _mat4.invert(outMat4, mat4A);
|
||||
outMat4 = _mat4.adjoint(outMat4, mat4A);
|
||||
outVal = _mat4.determinant(mat4A);
|
||||
outMat4 = _mat4.multiply(outMat4, mat4A, mat4B);
|
||||
outMat4 = _mat4.mul(outMat4, mat4A, mat4B);
|
||||
outMat4 = _mat4.translate(outMat4, mat4A, vec3A);
|
||||
outMat4 = _mat4.scale(outMat4, mat4A, vec3A);
|
||||
outMat4Null = _mat4.rotate(outMat4, mat4A, Math.PI, vec3A);
|
||||
outMat4 = _mat4.rotateX(outMat4, mat4A, Math.PI);
|
||||
outMat4 = _mat4.rotateY(outMat4, mat4A, Math.PI);
|
||||
outMat4 = _mat4.rotateZ(outMat4, mat4A, Math.PI);
|
||||
outMat4 = _mat4.fromTranslation(outMat4, vec3A);
|
||||
outMat4Null = _mat4.fromRotation(outMat4, Math.PI, vec3A);
|
||||
outMat4 = _mat4.fromScaling(outMat4, vec3A);
|
||||
outMat4 = _mat4.fromXRotation(outMat4, Math.PI);
|
||||
outMat4 = _mat4.fromYRotation(outMat4, Math.PI);
|
||||
outMat4 = _mat4.fromZRotation(outMat4, Math.PI);
|
||||
outMat4 = _mat4.fromRotationTranslation(outMat4, quatA, vec3A);
|
||||
outVec3 = _mat4.getTranslation(outVec3, mat4A);
|
||||
outVec3 = _mat4.getScaling(outVec3, mat4A);
|
||||
outQuat = _mat4.getRotation(outQuat, mat4A);
|
||||
outMat4 = _mat4.fromRotationTranslationScale(outMat4, quatA, vec3A, vec3B);
|
||||
outMat4 = _mat4.fromRotationTranslationScaleOrigin(outMat4, quatA, vec3A, vec3B, vec3A);
|
||||
outMat4 = _mat4.fromQuat(outMat4, quatB);
|
||||
outMat4 = _mat4.frustum(outMat4, -1, 1, -1, 1, -1, 1);
|
||||
outMat4 = _mat4.perspective(outMat4, Math.PI, 1, 0, 1);
|
||||
outMat4 = _mat4.perspectiveFromFieldOfView(outMat4, {upDegrees:Math.PI, downDegrees:-Math.PI, leftDegrees:-Math.PI, rightDegrees:Math.PI}, 1, 0);
|
||||
outMat4 = _mat4.ortho(outMat4, -1, 1, -1, 1, -1, 1);
|
||||
outMat4 = _mat4.lookAt(outMat4, vec3A, vec3B, vec3A);
|
||||
outMat4 = _mat4.targetTo(outMat4, vec3A, vec3B, vec3A);
|
||||
outStr = _mat4.str(mat4A);
|
||||
outVal = _mat4.frob(mat4A);
|
||||
outMat4 = _mat4.add(outMat4, mat4A, mat4B);
|
||||
outMat4 = _mat4.subtract(outMat4, mat4A, mat4B);
|
||||
outMat4 = _mat4.sub(outMat4, mat4A, mat4B);
|
||||
outMat4 = _mat4.multiplyScalar (outMat4, mat4A, 2);
|
||||
outMat4 = _mat4.multiplyScalarAndAdd (outMat4, mat4A, mat4B, 2);
|
||||
outBool = _mat4.exactEquals(mat4A, mat4B);
|
||||
outBool = _mat4.equals(mat4A, mat4B);
|
||||
|
||||
// _quat
|
||||
var deg90 = Math.PI / 2;
|
||||
outQuat = _quat.create();
|
||||
outQuat = _quat.clone(quatA);
|
||||
outQuat = _quat.fromValues(1, 2, 3, 4);
|
||||
outQuat = _quat.copy(outQuat, quatA);
|
||||
outQuat = _quat.set(outQuat, 1, 2, 3, 4);
|
||||
outQuat = _quat.identity(outQuat);
|
||||
outQuat = _quat.rotationTo(outQuat, vec3A, vec3B);
|
||||
outQuat = _quat.setAxes(outQuat, vec3A, vec3B, vec3A);
|
||||
outQuat = _quat.setAxisAngle(outQuat, vec3A, Math.PI * 0.5);
|
||||
outVal = _quat.getAxisAngle (outVec3, quatA);
|
||||
outQuat = _quat.add(outQuat, quatA, quatB);
|
||||
outQuat = _quat.multiply(outQuat, quatA, quatB);
|
||||
outQuat = _quat.mul(outQuat, quatA, quatB);
|
||||
outQuat = _quat.scale(outQuat, quatA, 2);
|
||||
outVal = _quat.length(quatA);
|
||||
outVal = _quat.len(quatA);
|
||||
outVal = _quat.squaredLength(quatA);
|
||||
outVal = _quat.sqrLen(quatA);
|
||||
outQuat = _quat.normalize(outQuat, quatA);
|
||||
outVal = _quat.dot(quatA, quatB);
|
||||
outQuat = _quat.lerp(outQuat, quatA, quatB, 0.5);
|
||||
outQuat = _quat.slerp(outQuat, quatA, quatB, 0.5);
|
||||
outQuat = _quat.invert(outQuat, quatA);
|
||||
outQuat = _quat.conjugate(outQuat, quatA);
|
||||
outStr = _quat.str(quatA);
|
||||
outQuat = _quat.rotateX(outQuat, quatA, deg90);
|
||||
outQuat = _quat.rotateY(outQuat, quatA, deg90);
|
||||
outQuat = _quat.rotateZ(outQuat, quatA, deg90);
|
||||
outQuat = _quat.fromMat3(outQuat, mat3A);
|
||||
outQuat = _quat.calculateW(outQuat, quatA);
|
||||
outBool = _quat.exactEquals(quatA, quatB);
|
||||
outBool = _quat.equals(quatA, quatB);
|
||||
|
||||
// glMatrix common
|
||||
outVal = _glMatrix.RANDOM();
|
||||
outVal = _glMatrix.EPSILON;
|
||||
outBool = _glMatrix.ENABLE_SIMD;
|
||||
outBool = _glMatrix.SIMD_AVAILABLE;
|
||||
outBool = _glMatrix.USE_SIMD;
|
||||
outBool = _glMatrix.equals(1, 1);
|
||||
outBool = _glMatrix.equals(1, -1);
|
||||
outVal = _glMatrix.toRadian(10);
|
||||
3194
types/gl-matrix/index.d.ts
vendored
3194
types/gl-matrix/index.d.ts
vendored
File diff suppressed because it is too large
Load Diff
@ -1,23 +0,0 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"module": "commonjs",
|
||||
"lib": [
|
||||
"es6"
|
||||
],
|
||||
"noImplicitAny": true,
|
||||
"noImplicitThis": true,
|
||||
"strictNullChecks": true,
|
||||
"strictFunctionTypes": false,
|
||||
"baseUrl": "../",
|
||||
"typeRoots": [
|
||||
"../"
|
||||
],
|
||||
"types": [],
|
||||
"noEmit": true,
|
||||
"forceConsistentCasingInFileNames": true
|
||||
},
|
||||
"files": [
|
||||
"index.d.ts",
|
||||
"gl-matrix-tests.ts"
|
||||
]
|
||||
}
|
||||
@ -1,28 +0,0 @@
|
||||
{
|
||||
"extends": "dtslint/dt.json",
|
||||
"rules": {
|
||||
"adjacent-overload-signatures": false,
|
||||
"callable-types": false,
|
||||
"comment-format": false,
|
||||
"jsdoc-format": false,
|
||||
"max-line-length": false,
|
||||
"member-access": false,
|
||||
"no-consecutive-blank-lines": false,
|
||||
"no-declare-current-package": false,
|
||||
"no-duplicate-variable": false,
|
||||
"no-padding": false,
|
||||
"no-redundant-jsdoc": false,
|
||||
"no-redundant-jsdoc-2": false,
|
||||
"no-self-import": false,
|
||||
"no-unnecessary-class": false,
|
||||
"no-var-keyword": false,
|
||||
"prefer-const": false,
|
||||
"prefer-method-signature": false,
|
||||
"semicolon": false,
|
||||
"space-before-function-paren": false,
|
||||
"strict-export-declare-modifiers": false,
|
||||
"typedef-whitespace": false,
|
||||
"unified-signatures": false,
|
||||
"whitespace": false
|
||||
}
|
||||
}
|
||||
2
types/react-map-gl/index.d.ts
vendored
2
types/react-map-gl/index.d.ts
vendored
@ -9,7 +9,7 @@
|
||||
// David Baumgold <https://github.com/singingwolfboy>
|
||||
// Ilja Reznik <https://github.com/ireznik>
|
||||
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
|
||||
// TypeScript Version: 3.0
|
||||
// TypeScript Version: 3.4
|
||||
|
||||
/// <reference lib='dom' />
|
||||
|
||||
|
||||
2
types/viewport-mercator-project/index.d.ts
vendored
2
types/viewport-mercator-project/index.d.ts
vendored
@ -2,7 +2,7 @@
|
||||
// Project: https://github.com/uber-common/viewport-mercator-project#readme
|
||||
// Definitions by: Fabio Berta <https://github.com/fnberta>
|
||||
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
|
||||
// TypeScript Version: 2.7
|
||||
// TypeScript Version: 3.4
|
||||
|
||||
import { mat4 } from 'gl-matrix';
|
||||
|
||||
|
||||
6
types/viewport-mercator-project/package.json
Normal file
6
types/viewport-mercator-project/package.json
Normal file
@ -0,0 +1,6 @@
|
||||
{
|
||||
"private": true,
|
||||
"dependencies": {
|
||||
"gl-matrix": "^3.2.0"
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user