136 lines
6.8 KiB
TypeScript
136 lines
6.8 KiB
TypeScript
declare namespace GTA.Math {
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class Matrix {
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readonly HasInverse: boolean;
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readonly IsIdentity: boolean;
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readonly Identity: GTA.Math.Matrix;
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Item: number;
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FromArray(floatArray: any[]): GTA.Math.Matrix;
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Determinant(): number;
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Inverse(matrix: GTA.Math.Matrix): GTA.Math.Matrix;
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Inverse(): void;
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TransformPoint(point: GTA.Math.Vector3): GTA.Math.Vector3;
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InverseTransformPoint(point: GTA.Math.Vector3): GTA.Math.Vector3;
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Add(left: GTA.Math.Matrix, right: GTA.Math.Matrix): GTA.Math.Matrix;
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Subtract(left: GTA.Math.Matrix, right: GTA.Math.Matrix): GTA.Math.Matrix;
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Multiply(left: GTA.Math.Matrix, right: number): GTA.Math.Matrix;
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Multiply(left: GTA.Math.Matrix, right: GTA.Math.Matrix): GTA.Math.Matrix;
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Divide(left: GTA.Math.Matrix, right: number): GTA.Math.Matrix;
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Divide(left: GTA.Math.Matrix, right: GTA.Math.Matrix): GTA.Math.Matrix;
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Negate(matrix: GTA.Math.Matrix): GTA.Math.Matrix;
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Lerp(start: GTA.Math.Matrix, end: GTA.Math.Matrix, amount: number): GTA.Math.Matrix;
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RotationX(angle: number): GTA.Math.Matrix;
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RotationY(angle: number): GTA.Math.Matrix;
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RotationZ(angle: number): GTA.Math.Matrix;
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RotationAxis(axis: GTA.Math.Vector3, angle: number): GTA.Math.Matrix;
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RotationQuaternion(rotation: GTA.Math.Quaternion): GTA.Math.Matrix;
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RotationYawPitchRoll(yaw: number, pitch: number, roll: number): GTA.Math.Matrix;
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Scaling(scale: GTA.Math.Vector3): GTA.Math.Matrix;
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Scaling(x: number, y: number, z: number): GTA.Math.Matrix;
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Translation(amount: GTA.Math.Vector3): GTA.Math.Matrix;
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Translation(x: number, y: number, z: number): GTA.Math.Matrix;
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Transpose(matrix: GTA.Math.Matrix): GTA.Math.Matrix;
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ToArray(): any[];
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ToString(): string;
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GetHashCode(): number;
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Equals(value1: any, value2: any): boolean;
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Equals(other: GTA.Math.Matrix): boolean;
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Equals(obj: any): boolean;
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}
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class Quaternion {
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readonly Angle: number;
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readonly Axis: GTA.Math.Vector3;
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readonly Identity: GTA.Math.Quaternion;
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constructor(value: GTA.Math.Vector3, w: number);
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constructor(x: number, y: number, z: number, w: number);
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Length(): number;
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LengthSquared(): number;
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Normalize(quaternion: GTA.Math.Quaternion): GTA.Math.Quaternion;
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Normalize(): void;
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Conjugate(): void;
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Invert(quaternion: GTA.Math.Quaternion): GTA.Math.Quaternion;
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Invert(): void;
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Add(left: GTA.Math.Quaternion, right: GTA.Math.Quaternion): GTA.Math.Quaternion;
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Divide(left: GTA.Math.Quaternion, right: GTA.Math.Quaternion): GTA.Math.Quaternion;
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Dot(left: GTA.Math.Quaternion, right: GTA.Math.Quaternion): number;
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Lerp(start: GTA.Math.Quaternion, end: GTA.Math.Quaternion, amount: number): GTA.Math.Quaternion;
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Slerp(start: GTA.Math.Quaternion, end: GTA.Math.Quaternion, amount: number): GTA.Math.Quaternion;
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SlerpUnclamped(a: GTA.Math.Quaternion, b: GTA.Math.Quaternion, t: number): GTA.Math.Quaternion;
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FromToRotation(fromDirection: GTA.Math.Vector3, toDirection: GTA.Math.Vector3): GTA.Math.Quaternion;
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RotateTowards(from: GTA.Math.Quaternion, to: GTA.Math.Quaternion, maxDegreesDelta: number): GTA.Math.Quaternion;
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Multiply(quaternion: GTA.Math.Quaternion, scale: number): GTA.Math.Quaternion;
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Multiply(left: GTA.Math.Quaternion, right: GTA.Math.Quaternion): GTA.Math.Quaternion;
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Negate(quaternion: GTA.Math.Quaternion): GTA.Math.Quaternion;
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AngleBetween(a: GTA.Math.Quaternion, b: GTA.Math.Quaternion): number;
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Euler(euler: GTA.Math.Vector3): GTA.Math.Quaternion;
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Euler(x: number, y: number, z: number): GTA.Math.Quaternion;
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RotationAxis(axis: GTA.Math.Vector3, angle: number): GTA.Math.Quaternion;
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RotationMatrix(matrix: GTA.Math.Matrix): GTA.Math.Quaternion;
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RotationYawPitchRoll(yaw: number, pitch: number, roll: number): GTA.Math.Quaternion;
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Subtract(left: GTA.Math.Quaternion, right: GTA.Math.Quaternion): GTA.Math.Quaternion;
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ToString(): string;
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GetHashCode(): number;
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Equals(value1: any, value2: any): boolean;
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Equals(other: GTA.Math.Quaternion): boolean;
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Equals(obj: any): boolean;
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}
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class Vector3 {
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Item: number;
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readonly RelativeBottom: GTA.Math.Vector3;
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readonly RelativeTop: GTA.Math.Vector3;
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readonly RelativeBack: GTA.Math.Vector3;
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readonly RelativeFront: GTA.Math.Vector3;
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readonly RelativeLeft: GTA.Math.Vector3;
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readonly RelativeRight: GTA.Math.Vector3;
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readonly WorldWest: GTA.Math.Vector3;
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readonly WorldEast: GTA.Math.Vector3;
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readonly WorldSouth: GTA.Math.Vector3;
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readonly WorldNorth: GTA.Math.Vector3;
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readonly WorldDown: GTA.Math.Vector3;
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readonly WorldUp: GTA.Math.Vector3;
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readonly Zero: GTA.Math.Vector3;
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readonly Normalized: GTA.Math.Vector3;
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constructor(x: number, y: number, z: number);
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Length(): number;
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LengthSquared(): number;
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Normalize(vector: GTA.Math.Vector3): GTA.Math.Vector3;
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Normalize(): void;
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DistanceTo(position: GTA.Math.Vector3): number;
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DistanceToSquared(position: GTA.Math.Vector3): number;
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DistanceTo2D(position: GTA.Math.Vector3): number;
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DistanceToSquared2D(position: GTA.Math.Vector3): number;
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Distance(position1: GTA.Math.Vector3, position2: GTA.Math.Vector3): number;
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DistanceSquared(position1: GTA.Math.Vector3, position2: GTA.Math.Vector3): number;
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Distance2D(position1: GTA.Math.Vector3, position2: GTA.Math.Vector3): number;
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DistanceSquared2D(position1: GTA.Math.Vector3, position2: GTA.Math.Vector3): number;
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Angle(from: GTA.Math.Vector3, to: GTA.Math.Vector3): number;
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SignedAngle(from: GTA.Math.Vector3, to: GTA.Math.Vector3, planeNormal: GTA.Math.Vector3): number;
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ToHeading(): number;
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Around(distance: number): GTA.Math.Vector3;
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RandomXY(): GTA.Math.Vector3;
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RandomXYZ(): GTA.Math.Vector3;
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Add(left: GTA.Math.Vector3, right: GTA.Math.Vector3): GTA.Math.Vector3;
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Subtract(left: GTA.Math.Vector3, right: GTA.Math.Vector3): GTA.Math.Vector3;
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Multiply(value: GTA.Math.Vector3, scale: number): GTA.Math.Vector3;
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Modulate(left: GTA.Math.Vector3, right: GTA.Math.Vector3): GTA.Math.Vector3;
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Divide(value: GTA.Math.Vector3, scale: number): GTA.Math.Vector3;
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Negate(value: GTA.Math.Vector3): GTA.Math.Vector3;
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Clamp(value: GTA.Math.Vector3, min: GTA.Math.Vector3, max: GTA.Math.Vector3): GTA.Math.Vector3;
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Lerp(start: GTA.Math.Vector3, end: GTA.Math.Vector3, amount: number): GTA.Math.Vector3;
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Dot(left: GTA.Math.Vector3, right: GTA.Math.Vector3): number;
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Cross(left: GTA.Math.Vector3, right: GTA.Math.Vector3): GTA.Math.Vector3;
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Project(vector: GTA.Math.Vector3, onNormal: GTA.Math.Vector3): GTA.Math.Vector3;
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ProjectOnPlane(vector: GTA.Math.Vector3, planeNormal: GTA.Math.Vector3): GTA.Math.Vector3;
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Reflect(vector: GTA.Math.Vector3, normal: GTA.Math.Vector3): GTA.Math.Vector3;
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Minimize(value1: GTA.Math.Vector3, value2: GTA.Math.Vector3): GTA.Math.Vector3;
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Maximize(value1: GTA.Math.Vector3, value2: GTA.Math.Vector3): GTA.Math.Vector3;
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ToString(): string;
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GetHashCode(): number;
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Equals(value1: any, value2: any): boolean;
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Equals(other: GTA.Math.Vector3): boolean;
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Equals(obj: any): boolean;
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}
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}
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