Tldraw/packages/vec/src/index.d.ts

311 wiersze
8.5 KiB
TypeScript

export declare class Vec {
/**
* Clamp a value into a range.
* @param n
* @param min
*/
static clamp(n: number, min: number): number;
static clamp(n: number, min: number, max: number): number;
/**
* Clamp a value into a range.
* @param n
* @param min
*/
static clampV(A: number[], min: number): number[];
static clampV(A: number[], min: number, max: number): number[];
/**
* Negate a vector.
* @param A
*/
static neg: (A: number[]) => number[];
/**
* Add vectors.
* @param A
* @param B
*/
static add: (A: number[], B: number[]) => number[];
/**
* Add scalar to vector.
* @param A
* @param B
*/
static addScalar: (A: number[], n: number) => number[];
/**
* Subtract vectors.
* @param A
* @param B
*/
static sub: (A: number[], B: number[]) => number[];
/**
* Subtract scalar from vector.
* @param A
* @param B
*/
static subScalar: (A: number[], n: number) => number[];
/**
* Get the vector from vectors A to B.
* @param A
* @param B
*/
static vec: (A: number[], B: number[]) => number[];
/**
* Vector multiplication by scalar
* @param A
* @param n
*/
static mul: (A: number[], n: number) => number[];
/**
* Multiple two vectors.
* @param A
* @param B
*/
static mulV: (A: number[], B: number[]) => number[];
/**
* Vector division by scalar.
* @param A
* @param n
*/
static div: (A: number[], n: number) => number[];
/**
* Vector division by vector.
* @param A
* @param n
*/
static divV: (A: number[], B: number[]) => number[];
/**
* Perpendicular rotation of a vector A
* @param A
*/
static per: (A: number[]) => number[];
/**
* Dot product
* @param A
* @param B
*/
static dpr: (A: number[], B: number[]) => number;
/**
* Cross product (outer product) | A X B |
* @param A
* @param B
*/
static cpr: (A: number[], B: number[]) => number;
/**
* Cross (for point in polygon)
*
*/
static cross(x: number[], y: number[], z: number[]): number;
/**
* Length of the vector squared
* @param A
*/
static len2: (A: number[]) => number;
/**
* Length of the vector
* @param A
*/
static len: (A: number[]) => number;
/**
* Project A over B
* @param A
* @param B
*/
static pry: (A: number[], B: number[]) => number;
/**
* Get normalized / unit vector.
* @param A
*/
static uni: (A: number[]) => number[];
/**
* Get normalized / unit vector.
* @param A
*/
static normalize: (A: number[]) => number[];
/**
* Get the tangent between two vectors.
* @param A
* @param B
* @returns
*/
static tangent: (A: number[], B: number[]) => number[];
/**
* Dist length from A to B squared.
* @param A
* @param B
*/
static dist2: (A: number[], B: number[]) => number;
/**
* Dist length from A to B
* @param A
* @param B
*/
static dist: (A: number[], B: number[]) => number;
/**
* A faster, though less accurate method for testing distances. Maybe faster?
* @param A
* @param B
* @returns
*/
static fastDist: (A: number[], B: number[]) => number[];
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
static ang: (A: number[], B: number[]) => number;
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
static angle: (A: number[], B: number[]) => number;
/**
* Mean between two vectors or mid vector between two vectors
* @param A
* @param B
*/
static med: (A: number[], B: number[]) => number[];
/**
* Vector rotation by r (radians)
* @param A
* @param r rotation in radians
*/
static rot: (A: number[], r?: number) => number[];
/**
* Rotate a vector around another vector by r (radians)
* @param A vector
* @param C center
* @param r rotation in radians
*/
static rotWith: (A: number[], C: number[], r?: number) => number[];
/**
* Check of two vectors are identical.
* @param A
* @param B
*/
static isEqual: (A: number[], B: number[]) => boolean;
/**
* Interpolate vector A to B with a scalar t
* @param A
* @param B
* @param t scalar
*/
static lrp: (A: number[], B: number[], t: number) => number[];
/**
* Interpolate from A to B when curVAL goes fromVAL: number[] => to
* @param A
* @param B
* @param from Starting value
* @param to Ending value
* @param s Strength
*/
static int: (A: number[], B: number[], from: number, to: number, s?: number) => number[];
/**
* Get the angle between the three vectors A, B, and C.
* @param p1
* @param pc
* @param p2
*/
static ang3: (p1: number[], pc: number[], p2: number[]) => number;
/**
* Absolute value of a vector.
* @param A
* @returns
*/
static abs: (A: number[]) => number[];
static rescale: (a: number[], n: number) => number[];
/**
* Get whether p1 is left of p2, relative to pc.
* @param p1
* @param pc
* @param p2
*/
static isLeft: (p1: number[], pc: number[], p2: number[]) => number;
/**
* Get whether p1 is left of p2, relative to pc.
* @param p1
* @param pc
* @param p2
*/
static clockwise: (p1: number[], pc: number[], p2: number[]) => boolean;
/**
* Round a vector to the a given precision.
* @param a
* @param d
*/
static toFixed: (a: number[], d?: number) => number[];
/**
* Snap vector to nearest step.
* @param A
* @param step
* @example
* ```ts
* Vec.snap([10.5, 28], 10) // [10, 30]
* ```
*/
static snap(a: number[], step?: number): number[];
/**
* Get the nearest point on a line with a known unit vector that passes through point A
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
static nearestPointOnLineThroughPoint: (A: number[], u: number[], P: number[]) => number[];
/**
* Distance between a point and a line with a known unit vector that passes through a point.
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
static distanceToLineThroughPoint: (A: number[], u: number[], P: number[]) => number;
/**
* Get the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
static nearestPointOnLineSegment: (A: number[], B: number[], P: number[], clamp?: boolean) => number[];
/**
* Distance between a point and the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
static distanceToLineSegment: (A: number[], B: number[], P: number[], clamp?: boolean) => number;
/**
* Push a point A towards point B by a given distance.
* @param A
* @param B
* @param d
* @returns
*/
static nudge: (A: number[], B: number[], d: number) => number[];
/**
* Push a point in a given angle by a given distance.
* @param A
* @param B
* @param d
*/
static nudgeAtAngle: (A: number[], a: number, d: number) => number[];
/**
* Round a vector to a precision length.
* @param a
* @param n
*/
static toPrecision: (a: number[], n?: number) => number[];
/**
* Get an array of points (with simulated pressure) between two points.
* @param A The first point.
* @param B The second point.
* @param steps The number of points to return.
* @param ease An easing function to apply to the simulated pressure.
*/
static pointsBetween: (A: number[], B: number[], steps?: number) => number[][];
}
export default Vec;
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