starry / backend /libs /three /math /Matrix4.d.ts
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import { Vector3 } from './Vector3';
import { Euler } from './Euler';
import { Quaternion } from './Quaternion';
import { Matrix, Matrix3 } from './Matrix3';
export type Matrix4Tuple = [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number];
/**
* A 4x4 Matrix.
*
* @example
* // Simple rig for rotating around 3 axes
* const m = new THREE.Matrix4();
* const m1 = new THREE.Matrix4();
* const m2 = new THREE.Matrix4();
* const m3 = new THREE.Matrix4();
* const alpha = 0;
* const beta = Math.PI;
* const gamma = Math.PI/2;
* m1.makeRotationX( alpha );
* m2.makeRotationY( beta );
* m3.makeRotationZ( gamma );
* m.multiplyMatrices( m1, m2 );
* m.multiply( m3 );
*/
export class Matrix4 implements Matrix {
constructor();
/**
* Array with matrix values.
* @default [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
*/
elements: number[];
/**
* Sets all fields of this matrix.
*/
set(
n11: number,
n12: number,
n13: number,
n14: number,
n21: number,
n22: number,
n23: number,
n24: number,
n31: number,
n32: number,
n33: number,
n34: number,
n41: number,
n42: number,
n43: number,
n44: number
): Matrix4;
/**
* Resets this matrix to identity.
*/
identity(): Matrix4;
clone(): Matrix4;
copy(m: Matrix4): this;
copyPosition(m: Matrix4): Matrix4;
extractBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4;
makeBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4;
/**
* Copies the rotation component of the supplied matrix m into this matrix rotation component.
*/
extractRotation(m: Matrix4): Matrix4;
makeRotationFromEuler(euler: Euler): Matrix4;
makeRotationFromQuaternion(q: Quaternion): Matrix4;
/**
* Constructs a rotation matrix, looking from eye towards center with defined up vector.
*/
lookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix4;
/**
* Multiplies this matrix by m.
*/
multiply(m: Matrix4): Matrix4;
premultiply(m: Matrix4): Matrix4;
/**
* Sets this matrix to a x b.
*/
multiplyMatrices(a: Matrix4, b: Matrix4): Matrix4;
/**
* Sets this matrix to a x b and stores the result into the flat array r.
* r can be either a regular Array or a TypedArray.
*
* @deprecated This method has been removed completely.
*/
multiplyToArray(a: Matrix4, b: Matrix4, r: number[]): Matrix4;
/**
* Multiplies this matrix by s.
*/
multiplyScalar(s: number): Matrix4;
/**
* Computes determinant of this matrix.
* Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
*/
determinant(): number;
/**
* Transposes this matrix.
*/
transpose(): Matrix4;
/**
* Sets the position component for this matrix from vector v.
*/
setPosition(v: Vector3 | number, y?: number, z?: number): Matrix4;
/**
* Inverts this matrix.
*/
invert(): Matrix4;
/**
* Multiplies the columns of this matrix by vector v.
*/
scale(v: Vector3): Matrix4;
getMaxScaleOnAxis(): number;
/**
* Sets this matrix as translation transform.
*/
makeTranslation(x: number, y: number, z: number): Matrix4;
/**
* Sets this matrix as rotation transform around x axis by theta radians.
*
* @param theta Rotation angle in radians.
*/
makeRotationX(theta: number): Matrix4;
/**
* Sets this matrix as rotation transform around y axis by theta radians.
*
* @param theta Rotation angle in radians.
*/
makeRotationY(theta: number): Matrix4;
/**
* Sets this matrix as rotation transform around z axis by theta radians.
*
* @param theta Rotation angle in radians.
*/
makeRotationZ(theta: number): Matrix4;
/**
* Sets this matrix as rotation transform around axis by angle radians.
* Based on http://www.gamedev.net/reference/articles/article1199.asp.
*
* @param axis Rotation axis.
* @param theta Rotation angle in radians.
*/
makeRotationAxis(axis: Vector3, angle: number): Matrix4;
/**
* Sets this matrix as scale transform.
*/
makeScale(x: number, y: number, z: number): Matrix4;
/**
* Sets this matrix as shear transform.
*/
makeShear(xy: number, xz: number, yx: number, yz: number, zx: number, zy: number): Matrix4;
/**
* Sets this matrix to the transformation composed of translation, rotation and scale.
*/
compose(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4;
/**
* Decomposes this matrix into it's position, quaternion and scale components.
*/
decompose(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4;
/**
* Creates a frustum matrix.
*/
makePerspective(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4;
/**
* Creates a perspective projection matrix.
*/
makePerspective(fov: number, aspect: number, near: number, far: number): Matrix4;
/**
* Creates an orthographic projection matrix.
*/
makeOrthographic(left: number, right: number, top: number, bottom: number, near: number, far: number): Matrix4;
equals(matrix: Matrix4): boolean;
/**
* Sets the values of this matrix from the provided array or array-like.
* @param array the source array or array-like.
* @param offset (optional) offset into the array-like. Default is 0.
*/
fromArray(array: number[] | ArrayLike<number>, offset?: number): Matrix4;
/**
* Returns an array with the values of this matrix, or copies them into the provided array.
* @param array (optional) array to store the matrix to. If this is not provided, a new array will be created.
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray(array?: number[], offset?: number): number[];
toArray(array?: Matrix4Tuple, offset?: 0): Matrix4Tuple;
/**
* Copies he values of this matrix into the provided array-like.
* @param array array-like to store the matrix to.
* @param offset (optional) optional offset into the array-like.
* @return The provided array-like.
*/
toArray(array?: ArrayLike<number>, offset?: number): ArrayLike<number>;
/**
* Set the upper 3x3 elements of this matrix to the values of the Matrix3 m.
*/
setFromMatrix3(m: Matrix3): Matrix4;
/**
* @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead.
*/
extractPosition(m: Matrix4): Matrix4;
/**
* @deprecated Use {@link Matrix4#makeRotationFromQuaternion .makeRotationFromQuaternion()} instead.
*/
setRotationFromQuaternion(q: Quaternion): Matrix4;
/**
* @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
*/
multiplyVector3(v: any): any;
/**
* @deprecated Use {@link Vector4#applyMatrix4 vector.applyMatrix4( matrix )} instead.
*/
multiplyVector4(v: any): any;
/**
* @deprecated This method has been removed completely.
*/
multiplyVector3Array(array: number[]): number[];
/**
* @deprecated Use {@link Vector3#transformDirection Vector3.transformDirection( matrix )} instead.
*/
rotateAxis(v: any): void;
/**
* @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
*/
crossVector(v: any): void;
/**
* @deprecated Use {@link Matrix4#toArray .toArray()} instead.
*/
flattenToArrayOffset(array: number[], offset: number): number[];
/**
* @deprecated Use {@link Matrix4#invert .invert()} instead.
*/
getInverse(matrix: Matrix): Matrix;
}