Merge pull request #4256 from tatchx/master

Adding the gl-matrix type definitions
This commit is contained in:
Masahiro Wakame
2015-05-06 23:19:58 +09:00
2 changed files with 623 additions and 0 deletions

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/// <reference path="gl-matrix.d.ts" />
// common
var result: number = glMatrix.toRadian(180);
var out: GLM.IArray;
var outVal: number;
var outStr: string;
// vec2
var vecA: GLM.IArray, vecB: GLM.IArray, matA: GLM.IArray;
var vecArray: GLM.IArray;
vecA = [1, 2];
vecB = new Float32Array([3, 4]);
out = [0, 0];
matA = [1, 2, 3, 4, 5, 6];
vecArray = [1, 2, 3, 4, 0, 0];
out = vec2.create();
out = vec2.clone(vecA);
out = vec2.fromValues(1, 2);
out = vec2.copy(out, vecA);
out = vec2.set(out, 1, 2);
out = vec2.add(out, vecA, vecB);
out = vec2.subtract(out, vecA, vecB);
out = vec2.sub(out, vecA, vecB);
out = vec2.multiply(out, vecA, vecB);
out = vec2.mul(out, vecA, vecB);
out = vec2.divide(out, vecA, vecB);
out = vec2.div(out, vecA, vecB);
out = vec2.min(out, vecA, vecB);
out = vec2.max(out, vecA, vecB);
out = vec2.scale(out, vecA, 2);
out = vec2.scaleAndAdd(out, vecA, vecB, 0.5);
outVal = vec2.distance(vecA, vecB);
outVal = vec2.dist(vecA, vecB);
outVal = vec2.squaredDistance(vecA, vecB);
outVal = vec2.sqrDist(vecA, vecB);
outVal = vec2.length(vecA);
outVal = vec2.len(vecA);
outVal = vec2.squaredLength(vecA);
outVal = vec2.sqrLen(vecA);
out = vec2.negate(out, vecA);
out = vec2.inverse(out, vecA);
out = vec2.normalize(out, vecA);
outVal = vec2.dot(vecA, vecB);
out = vec2.cross(out, vecA, vecB);
out = vec2.lerp(out, vecA, vecB, 0.5);
out = vec2.random(out);
out = vec2.random(out, 5.0);
out = vec2.transformMat2d(out, vecA, matA);
out = vec2.transformMat3(out, vecA, matA);
out = vec2.transformMat4(out, vecA, matA);
out = vec2.forEach(vecArray, 0, 0, 0, vec2.normalize);
outStr = vec2.str(vecA);
// vec3
var matr: GLM.IArray;
vecA = [1, 2, 3];
vecB = new Float32Array([4, 5, 6]);
out = [0, 0, 0];
vecArray = [1, 2, 3, 4, 5, 6, 0, 0, 0];
matr = [1, 0, 0, 0, 1, 0, 0, 0, 1 ];
out = vec3.create();
out = vec3.clone(vecA);
out = vec3.fromValues(1, 2, 3);
out = vec3.copy(out, vecA);
out = vec3.set(out, 1, 2, 3);
out = vec3.add(out, vecA, vecB);
out = vec3.subtract(out, vecA, vecB);
out = vec3.sub(out, vecA, vecB);
out = vec3.multiply(out, vecA, vecB);
out = vec3.mul(out, vecA, vecB);
out = vec3.divide(out, vecA, vecB);
out = vec3.div(out, vecA, vecB);
out = vec3.min(out, vecA, vecB);
out = vec3.max(out, vecA, vecB);
out = vec3.scale(out, vecA, 2);
out = vec3.scaleAndAdd(out, vecA, vecB, 0.5);
outVal = vec3.distance(vecA, vecB);
outVal = vec3.dist(vecA, vecB);
outVal = vec3.squaredDistance(vecA, vecB);
outVal = vec3.sqrDist(vecA, vecB);
outVal = vec3.length(vecA);
outVal = vec3.len(vecA);
outVal = vec3.squaredLength(vecA);
outVal = vec3.sqrLen(vecA);
out = vec3.negate(out, vecA);
out = vec3.inverse(out, vecA);
out = vec3.normalize(out, vecA);
outVal = vec3.dot(vecA, vecB);
out = vec3.cross(out, vecA, vecB);
out = vec3.lerp(out, vecA, vecB, 0.5);
out = vec3.random(out);
out = vec3.random(out, 5.0);
out = vec3.rotateX(out, vecA, vecB, Math.PI);
out = vec3.rotateY(out, vecA, vecB, Math.PI);
out = vec3.rotateZ(out, vecA, vecB, Math.PI);
out = vec3.transformMat3(out, vecA, matr);
matr = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]
out = vec3.transformMat4(out, vecA, matr);
out = vec3.forEach(vecArray, 0, 0, 0, vec3.normalize);
outVal = vec3.angle(vecA, vecB);
outStr = vec3.str(vecA);
// vec4
var q: GLM.IArray;
vecA = [1, 2, 3, 4];
vecB = new Float32Array([5, 6, 7, 8]);
out = [0, 0, 0, 0];
q = [1, 2, 3, 4];
out = vec4.create();
out = vec4.clone(vecA);
out = vec4.fromValues(1, 2, 3, 4);
out = vec4.copy(out, vecA);
out = vec4.set(out, 1, 2, 3, 4);
out = vec4.add(out, vecA, vecB);
out = vec4.subtract(out, vecA, vecB);
out = vec4.sub(out, vecA, vecB);
out = vec4.multiply(out, vecA, vecB);
out = vec4.mul(out, vecA, vecB);
out = vec4.divide(out, vecA, vecB);
out = vec4.div(out, vecA, vecB);
out = vec4.min(out, vecA, vecB);
out = vec4.max(out, vecA, vecB);
out = vec4.scale(out, vecA, 2);
out = vec4.scaleAndAdd(out, vecA, vecB, 0.5);
outVal = vec4.distance(vecA, vecB);
outVal = vec4.dist(vecA, vecB);
outVal = vec4.squaredDistance(vecA, vecB);
outVal = vec4.sqrDist(vecA, vecB);
outVal = vec4.length(vecA);
outVal = vec4.len(vecA);
outVal = vec4.squaredLength(vecA);
outVal = vec4.sqrLen(vecA);
out = vec4.negate(out, vecA);
out = vec4.inverse(out, vecA);
out = vec4.normalize(out, vecA);
outVal = vec4.dot(vecA, vecB);
out = vec4.lerp(out, vecA, vecB, 0.5);
out = vec4.random(out);
out = vec4.random(out, 5.0);
matr = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]
out = vec4.transformMat4(out, vecA, matr);
out = vec4.transformQuat(out, vecA, q);
vecArray = [1, 2, 3, 4, 5, 6, 7, 8, 0, 0, 0, 0];
out = vec4.forEach(vecArray, 0, 0, 0, vec4.normalize);
outStr = vec4.str(vecA);
// mat2
var matB: GLM.IArray, identity: GLM.IArray;
matA = [1, 2, 3, 4];
matB = new Float32Array([5, 6, 7, 8]);
out = [0, 0, 0, 0];
identity = [1, 0, 0, 1];
out = mat2.create();
out = mat2.clone(matA);
out = mat2.copy(out, matA);
out = mat2.identity(out);
out = mat2.transpose(out, matA);
out = mat2.invert(out, matA);
out = mat2.adjoint(out, matA);
outVal = mat2.determinant(matA);
out = mat2.multiply(out, matA, matB);
out = mat2.mul(out, matA, matB);
out = mat2.rotate(out, matA, Math.PI * 0.5);
vecA = [2, 3];
out = mat2.scale(out, matA, vecA);
outStr = mat2.str(matA);
outVal = mat2.frob(matA);
var L = mat2.create();
var D = mat2.create();
var U = mat2.create();
out = mat2.LDU(L, D, U, [4,3,6,3]);
// mat2d
matA = [1, 2, 3, 4, 5, 6];
matB = [7, 8, 9, 10, 11, 12];
out = [0, 0, 0, 0, 0, 0];
identity = [1, 0, 0, 1, 0, 0];
out = mat2d.create();
out = mat2d.clone(matA);
out = mat2d.copy(out, matA);
out = mat2d.identity(out);
out = mat2d.invert(out, matA);
outVal = mat2d.determinant(matA);
out = mat2d.multiply(out, matA, matB);
out = mat2d.mul(out, matA, matB);
out = mat2d.rotate(out, matA, Math.PI * 0.5);
vecA = [2, 3];
out = mat2d.scale(out, matA, vecA);
out = mat2d.translate(out, matA, vecA);
outStr = mat2d.str(matA);
outVal = mat2d.frob(matA);
// mat3
matA = [1, 0, 0, 0, 1, 0, 1, 2, 1];
matB = [1, 0, 0, 0, 1, 0, 3, 4, 1];
out = [0, 0, 0, 0, 0, 0, 0, 0, 0];
identity = [1, 0, 0, 0, 1, 0, 0, 0, 1];
out = mat3.create();
out = mat3.clone(matA);
out = mat3.copy(out, matA);
out = mat3.identity(out);
out = mat3.transpose(out, matA);
out = mat3.invert(out, matA);
out = mat3.adjoint(out, matA);
outVal = mat3.determinant(matA);
out = mat3.multiply(out, matA, matB);
out = mat3.mul(out, matA, matB);
outStr = mat3.str(matA);
outVal = mat3.frob(matA);
matA = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1];
out = mat3.normalFromMat4(out, matA);
q = [ 0, -0.7071067811865475, 0, 0.7071067811865475 ];
out = mat3.fromQuat(out, q);
out = mat3.fromMat4(out, [ 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12, 13,14,15,16]);
out = mat3.scale(out, matA, [2,2]);
out = mat3.fromMat2d(out, [1, 2, 3, 4, 5, 6]);
// mat4
matA = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
1, 2, 3, 1];
matB = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
4, 5, 6, 1];
out = [0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0];
identity = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1];
out = mat4.create();
out = mat4.clone(matA);
out = mat4.copy(out, matA);
out = mat4.identity(out);
out = mat4.transpose(out, matA);
out = mat4.invert(out, matA);
out = mat4.adjoint(out, matA);
outVal = mat4.determinant(matA);
out = mat4.multiply(out, matA, matB);
out = mat4.mul(out, matA, matB);
out = mat4.translate(out, matA, [4, 5, 6]);
out = mat4.scale(out, matA, [4, 5, 6]);
var rad = Math.PI * 0.5;
var axis = [1, 0, 0];
out = mat4.rotate(out, matA, rad, axis);
out = mat4.rotateX(out, matA, rad);
out = mat4.rotateY(out, matA, rad);
out = mat4.rotateZ(out, matA, rad);
out = mat4.frustum(out, -1, 1, -1, 1, -1, 1);
var fovy = Math.PI * 0.5;
out = mat4.perspective(out, fovy, 1, 0, 1);
out = mat4.ortho(out, -1, 1, -1, 1, -1, 1);
var eye = [0, 0, 1];
var center = [0, 0, -1];
var up = [0, 1, 0];
out = mat4.lookAt(out, eye, center, up);
outStr = mat4.str(matA);
outVal = mat4.frob(matA);
q = [0, 0, 0, 1];
out = mat4.fromRotationTranslation(out, q, [1, 2, 3]);
out = mat4.fromQuat(out, q);
// quat
var quatA = [1, 2, 3, 4];
var quatB = [5, 6, 7, 8];
out = [0, 0, 0, 0];
var vec = [1, 1, -1];
var id = [0, 0, 0, 1];
var deg90 = Math.PI / 2;
out = quat.create();
out = quat.clone(quatA);
out = quat.fromValues(1, 2, 3, 4);
out = quat.copy(out, quatA);
out = quat.set(out, 1, 2, 3, 4);
out = quat.identity(out);
out = quat.setAxisAngle(out, [1, 0, 0], Math.PI * 0.5);
out = quat.add(out, quatA, quatB);
out = quat.multiply(out, quatA, quatB);
out = quat.mul(out, quatA, quatB);
out = quat.scale(out, quatA, 2);
outVal = quat.length(quatA);
outVal = quat.len(quatA);
outVal = quat.squaredLength(quatA);
outVal = quat.sqrLen(quatA);
out = quat.normalize(out, quatA);
out = quat.lerp(out, quatA, quatB, 0.5);
out = quat.slerp(out, quatA, quatB, 0.5);
out = quat.invert(out, quatA);
out = quat.conjugate(out, quatA);
outStr = quat.str(quatA);
out = quat.rotateX(out, id, deg90);
out = quat.rotateY(out, id, deg90);
out = quat.rotateZ(out, id, deg90);
matr = [ 1, 0, 0,
0, 0, -1,
0, 1, 0 ];
out = quat.fromMat3(out, matr);
var view = [-1, 0, 0];
up = [ 0, 1, 0];
var right= [ 0, 0,-1];
out = quat.setAxes([], view, right, up);
out = quat.rotationTo(out, [0, 1, 0], [1, 0, 0]);
out = quat.calculateW(out, quatA);

276
gl-matrix/gl-matrix.d.ts vendored Normal file
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// Type definitions for gl-matrix 2.2.2
// Project: https://github.com/toji/gl-matrix
// Definitions by: Tat <https://github.com/tatchx>
// Definitions: https://github.com/borisyankov/DefinitelyTyped
declare module GLM {
interface IArray
{
[index: number]: number;
}
}
// Common
declare module glMatrix {
/**
* Convert Degree To Radian
* @param a Angle in Degrees
*/
export function toRadian(a: number): number;
}
// vec2
declare module vec2 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function fromValues(x: number, y: number): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function set(out: GLM.IArray, x: number, y: number): GLM.IArray;
export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray;
export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray;
export function distance(a: GLM.IArray, b: GLM.IArray): number;
export function dist(a: GLM.IArray, b: GLM.IArray): number;
export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number;
export function sqrDist(a: GLM.IArray, b: GLM.IArray): number;
export function length(a: GLM.IArray): number;
export function len(a: GLM.IArray): number;
export function squaredLength(a: GLM.IArray): number;
export function sqrLen(a: GLM.IArray): number;
export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function dot(a: GLM.IArray, b: GLM.IArray): number;
export function cross(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray;
export function random(out: GLM.IArray): GLM.IArray;
export function random(out: GLM.IArray, scale: number): GLM.IArray;
export function transformMat2d(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray;
export function transformMat3(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray;
export function transformMat4(out: GLM.IArray, a: GLM.IArray, m: GLM.IArray): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray;
export function str(a: GLM.IArray): string;
}
// vec3
declare module vec3 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function fromValues(x: number, y: number, z: number): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function set(out: GLM.IArray, x: number, y: number, z: number): GLM.IArray;
export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray;
export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray;
export function distance(a: GLM.IArray, b: GLM.IArray): number;
export function dist(a: GLM.IArray, b: GLM.IArray): number;
export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number;
export function sqrDist(a: GLM.IArray, b: GLM.IArray): number;
export function length(a: GLM.IArray): number;
export function len(a: GLM.IArray): number;
export function squaredLength(a: GLM.IArray): number;
export function sqrLen(a: GLM.IArray): number;
export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function dot(a: GLM.IArray, b: GLM.IArray): number;
export function cross(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray;
export function random(out: GLM.IArray): GLM.IArray;
export function random(out: GLM.IArray, scale: number): GLM.IArray;
export function rotateX(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray;
export function rotateY(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray;
export function rotateZ(out: GLM.IArray, a: GLM.IArray, origin: GLM.IArray, angle: number): GLM.IArray;
export function transformMat3(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray;
export function transformMat4(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray;
export function angle(a: GLM.IArray, b: GLM.IArray): number;
export function str(a: GLM.IArray): string;
}
// vec4
declare module vec4 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function fromValues(x: number, y: number, z: number, w: number): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function set(out: GLM.IArray, x: number, y: number, z: number, w: number): GLM.IArray;
export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function subtract(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function sub(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function divide(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function div(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function min(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function max(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray;
export function scaleAndAdd(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, scale: number): GLM.IArray;
export function distance(a: GLM.IArray, b: GLM.IArray): number;
export function dist(a: GLM.IArray, b: GLM.IArray): number;
export function squaredDistance(a: GLM.IArray, b: GLM.IArray): number;
export function sqrDist(a: GLM.IArray, b: GLM.IArray): number;
export function length(a: GLM.IArray): number;
export function len(a: GLM.IArray): number;
export function squaredLength(a: GLM.IArray): number;
export function sqrLen(a: GLM.IArray): number;
export function negate(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function inverse(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function dot(a: GLM.IArray, b: GLM.IArray): number;
export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray;
export function random(out: GLM.IArray): GLM.IArray;
export function random(out: GLM.IArray, scale: number): GLM.IArray;
export function transformMat4(out: GLM.IArray, a: GLM.IArray, mat: GLM.IArray): GLM.IArray;
export function transformQuat(out: GLM.IArray, a: GLM.IArray, quat: GLM.IArray): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray, arg: any) => void, arg: any): GLM.IArray;
export function forEach(out: GLM.IArray, string: number, offset: number, count: number,
callback: (a: GLM.IArray, b: GLM.IArray) => void): GLM.IArray;
export function str(a: GLM.IArray): string;
}
// mat2
declare module mat2 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function identity(a: GLM.IArray): GLM.IArray;
export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function determinant(a: GLM.IArray): number;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function str(a: GLM.IArray): string;
export function frob(a: GLM.IArray): number;
export function LDU(L: GLM.IArray, D: GLM.IArray, U: GLM.IArray, a: GLM.IArray): GLM.IArray;
}
// mat2d
declare module mat2d {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function identity(a: GLM.IArray): GLM.IArray;
export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function determinant(a: GLM.IArray): number;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function translate(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function str(a: GLM.IArray): string;
export function frob(a: GLM.IArray): number;
}
// mat3
declare module mat3 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function identity(a: GLM.IArray): GLM.IArray;
export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function determinant(a: GLM.IArray): number;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function str(a: GLM.IArray): string;
export function frob(a: GLM.IArray): number;
export function normalFromMat4(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function fromQuat(out: GLM.IArray, q: GLM.IArray): GLM.IArray;
export function fromMat4(out: GLM.IArray, q: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function fromMat2d(out: GLM.IArray, q: GLM.IArray): GLM.IArray;
}
// mat4
declare module mat4 {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function identity(a: GLM.IArray): GLM.IArray;
export function transpose(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function adjoint(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function determinant(a: GLM.IArray): number;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function translate(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, v: GLM.IArray): GLM.IArray;
export function rotate(out: GLM.IArray, a: GLM.IArray, rad: number, axis: GLM.IArray): GLM.IArray;
export function rotateX(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function rotateY(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function rotateZ(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function frustum(out: GLM.IArray, left: number, right: number,
bottom: number, top: number, near: number, far: number): GLM.IArray;
export function perspective(out: GLM.IArray, fov: number, aspect: number,
near: number, far: number): GLM.IArray;
export function ortho(out: GLM.IArray, left: number, right: number,
bottom: number, top: number, near: number, far: number): GLM.IArray;
export function lookAt(out: GLM.IArray, eye: GLM.IArray,
center: GLM.IArray, up: GLM.IArray): GLM.IArray;
export function str(a: GLM.IArray): string;
export function frob(a: GLM.IArray): number;
export function fromRotationTranslation(out: GLM.IArray, quat: GLM.IArray,
vec: GLM.IArray): GLM.IArray;
export function fromQuat(out: GLM.IArray, quat: GLM.IArray): GLM.IArray;
}
// quat
declare module quat {
export function create(): GLM.IArray;
export function clone(a: GLM.IArray): GLM.IArray;
export function fromValues(x: number, y: number, z: number, w: number): GLM.IArray;
export function copy(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function set(out: GLM.IArray, x: number, y: number, z: number, w: number): GLM.IArray;
export function identity(a: GLM.IArray): GLM.IArray;
export function setAxisAngle(out: GLM.IArray, axis: GLM.IArray, rad: number): GLM.IArray;
export function add(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function multiply(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function mul(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function scale(out: GLM.IArray, a: GLM.IArray, b: number): GLM.IArray;
export function length(a: GLM.IArray): number;
export function len(a: GLM.IArray): number;
export function squaredLength(a: GLM.IArray): number;
export function sqrLen(a: GLM.IArray): number;
export function normalize(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function lerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray;
export function slerp(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray, t: number): GLM.IArray;
export function invert(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function conjugate(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function str(a: GLM.IArray): string;
export function rotateX(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function rotateY(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function rotateZ(out: GLM.IArray, a: GLM.IArray, rad: number): GLM.IArray;
export function fromMat3(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
export function setAxes(out: GLM.IArray, view: GLM.IArray, right: GLM.IArray,
up: GLM.IArray): GLM.IArray;
export function rotationTo(out: GLM.IArray, a: GLM.IArray, b: GLM.IArray): GLM.IArray;
export function calculateW(out: GLM.IArray, a: GLM.IArray): GLM.IArray;
}