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Rolando Abarca revised this gist
Oct 8, 2011 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -336,4 +336,4 @@ quat4.slerp = function(quat, quat2, slerp, dest) {}; * @param {quat4} quat * @return {string} */ quat4.str = function(quat) {}; -
Rolando Abarca revised this gist
Oct 8, 2011 . 1 changed file with 17 additions and 7 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -21,6 +21,16 @@ * @externs */ /** @typedef {Object.<number,number>} */ var vec2; /** * @constructor * @param {vec2=} vec * @return {vec2} */ vec2.create = function (vec) {}; /** @typedef {Object.<number,number>} */ var vec3; @@ -259,28 +269,28 @@ var quat4 = {}; /** * @param {quat4=} quat * @return {quat4} */ quat4.create = function(quat) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat4} */ quat4.set = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat4} */ quat4.calculateW = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat4} */ quat4.inverse = function(quat, dest) {}; @@ -293,15 +303,15 @@ quat4.length = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat4} */ quat4.normalize = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4} quat2 * @param {quat4=} dest * @return {quat4} */ quat4.multiply = function(quat, quat2, dest) {}; @@ -318,7 +328,7 @@ quat4.multiplyVec3 = function(quat, vec, dest) {}; * @param {quat4} quat2 * @param {number} slerp * @param {quat4=} dest * @return {quat4} */ quat4.slerp = function(quat, quat2, slerp, dest) {}; -
Rolando Abarca revised this gist
Oct 8, 2011 . 1 changed file with 74 additions and 0 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -253,3 +253,77 @@ mat4.ortho = function(left, right, bottom, top, near, far, dest) {}; * @return {mat4} */ mat4.lookAt = function(eye, center, up, dest) {}; /** @typedef {Object.<number,number>} */ var quat4 = {}; /** * @param {quat4=} quat * @return {quat} */ quat4.create = function(quat) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat} */ quat4.set = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat} */ quat4.calculateW = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat} */ quat4.inverse = function(quat, dest) {}; /** * @param {quat4} quat * @return {number} */ quat4.length = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4=} dest * @return {quat} */ quat4.normalize = function(quat, dest) {}; /** * @param {quat4} quat * @param {quat4} quat2 * @param {quat4=} dest * @return {quat} */ quat4.multiply = function(quat, quat2, dest) {}; /** * @param {quat4} quat * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ quat4.multiplyVec3 = function(quat, vec, dest) {}; /** * @param {quat4} quat * @param {quat4} quat2 * @param {number} slerp * @param {quat4=} dest * @return {quat} */ quat4.slerp = function(quat, quat2, slerp, dest) {}; /** * @param {quat4} quat * @return {string} */ quat4.multiply = function(quat) {}; -
Rolando Abarca revised this gist
Oct 8, 2011 . 1 changed file with 255 additions and 0 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,255 @@ /* * Copyright 2011 Rolando Abarca. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /** * @fileoverview Externs for glMatrix 1.0.0 * * @see http://code.google.com/p/glmatrix/ * @externs */ /** @typedef {Object.<number,number>} */ var vec3; /** * @constructor * @param {vec3=} vec * @return {vec3} */ vec3.create = function(vec) {}; /** * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ vec3.set = function(vec, dest) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @param {vec3=} dest * @return {vec3} */ vec3.add = function(vec, vec2, dest) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @param {vec3=} dest * @return {vec3} */ vec3.subtract = function(vec, vec2, dest) {}; /** * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ vec3.negate = function(vec, dest) {}; /** * @param {vec3} vec * @param {number} val * @param {vec3=} dest * @return {vec3} */ vec3.scale = function(vec, val, dest) {}; /** * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ vec3.normalize = function(vec, dest) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @param {vec3=} dest * @return {vec3} */ vec3.cross = function(vec, vec2, dest) {}; /** * @param {vec3} vec * @return {number} */ vec3.length = function(vec) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @return {number} */ vec3.dot = function(vec, vec2) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @param {vec3=} dest * @return {vec3} */ vec3.direction = function(vec, vec2, dest) {}; /** * @param {vec3} vec * @param {vec3} vec2 * @param {number} lerp * @param {vec3=} dest * @return {vec3} */ vec3.lerp = function(vec, vec2, lerp, dest) {}; /** * @param {vec3} vec * @return {string} */ vec3.str = function(vec) {}; /** @typedef {Object.<number,number>} */ var mat4 = {}; /** * @constructor * @param {mat4=} mat * @return {mat4} */ mat4.create = function(mat) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.set = function(mat, dest) {}; /** * @param {mat4=} dest * @return {mat4} */ mat4.identity = function(dest) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.transpose = function(mat, dest) {}; /** * @param {mat4} mat * @return {number} */ mat4.determinant = function(mat) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.inverse = function(mat, dest) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.toRotationMat = function(mat, dest) {}; /** * @param {mat4} mat * @param {mat4} mat2 * @param {mat4=} dest * @return {mat4} */ mat4.multiply = function(mat, mat2, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ mat4.multiplyVec3 = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {mat4=} dest * @return {mat4} */ mat4.translate = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {mat4=} dest * @return {mat4} */ mat4.scale = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {number} angle * @param {vec3} axis * @param {mat4=} dest * @return {mat4} */ mat4.rotate = function(mat, angle, axis, dest) {}; /** * @param {number} left * @param {number} right * @param {number} bottom * @param {number} top * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.frustum = function(left, right, bottom, top, near, far, dest) {}; /** * @param {number} fovy * @param {number} aspect * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.perspective = function(fovy, aspect, near, far, dest) {}; /** * @param {number} left * @param {number} right * @param {number} bottom * @param {number} top * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.ortho = function(left, right, bottom, top, near, far, dest) {}; /** * @param {vec3} eye * @param {vec3} center * @param {vec3} up * @param {mat4=} dest * @return {mat4} */ mat4.lookAt = function(eye, center, up, dest) {}; -
Rolando Abarca created this gist
Sep 28, 2011 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,173 @@ /* * Copyright 2011 Rolando Abarca. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /** * @fileoverview Externs for glMatrix 0.9.5 * * @see http://code.google.com/p/glmatrix/ * @externs */ /** @typedef {Object.<number,number>} */ var vec3; /** * @constructor * @param {vec3=} vec * @return {vec3} */ vec3.create = function(vec) {}; /** * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ vec3.set = function(vec, dest) {}; /** @typedef {Object.<number,number>} */ var mat4 = {}; /** * @constructor * @param {mat4=} mat * @return {mat4} */ mat4.create = function(mat) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.set = function(mat, dest) {}; /** * @param {mat4=} dest * @return {mat4} */ mat4.identity = function(dest) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.transpose = function(mat, dest) {}; /** * @param {mat4} mat * @return {number} */ mat4.determinant = function(mat) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.inverse = function(mat, dest) {}; /** * @param {mat4} mat * @param {mat4=} dest * @return {mat4} */ mat4.toRotationMat = function(mat, dest) {}; /** * @param {mat4} mat * @param {mat4} mat2 * @param {mat4=} dest * @return {mat4} */ mat4.multiply = function(mat, mat2, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {vec3=} dest * @return {vec3} */ mat4.multiplyVec3 = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {mat4=} dest * @return {mat4} */ mat4.translate = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {vec3} vec * @param {mat4=} dest * @return {mat4} */ mat4.scale = function(mat, vec, dest) {}; /** * @param {mat4} mat * @param {number} angle * @param {vec3} axis * @param {mat4=} dest * @return {mat4} */ mat4.rotate = function(mat, angle, axis, dest) {}; /** * @param {number} left * @param {number} right * @param {number} bottom * @param {number} top * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.frustum = function(left, right, bottom, top, near, far, dest) {}; /** * @param {number} fovy * @param {number} aspect * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.perspective = function(fovy, aspect, near, far, dest) {}; /** * @param {number} left * @param {number} right * @param {number} bottom * @param {number} top * @param {number} near * @param {number} far * @param {mat4=} dest * @return {mat4} */ mat4.ortho = function(left, right, bottom, top, near, far, dest) {}; /** * @param {vec3} eye * @param {vec3} center * @param {vec3} up * @param {mat4=} dest * @return {mat4} */ mat4.lookAt = function(eye, center, up, dest) {};