Files @ 0e90dd50e8c4
Branch filter:

Location: light9/web/lib/sylvester.d.ts

drewp@bigasterisk.com
midifade: improve the midi-event-skip behavior
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
// local fixes; the DefinitelyTyped one had "is not a module" errors


// Type definitions for sylvester 0.1.3
// Project: https://github.com/jcoglan/sylvester
// Definitions by: Stephane Alie <https://github.com/StephaneAlie>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped

// === Sylvester ===
// Vector and Matrix mathematics modules for JavaScript
// Copyright (c) 2007 James Coglan

export declare module Sylvester {
    interface VectorStatic {
        /**
         * Constructor function.
         */
        create(elements: Vector|Array<number>): Vector;

        i: Vector;
        j: Vector;
        k: Vector;

        /**
         * Random vector of size n.
         *
         * @param {number} n The vector size.
         */
        Random(n: number): Vector;

        /**
         * Vector filled with zeros.
         *
         * @param {number} n The vector size.
         */
        Zero(n: number): Vector;
    }
    interface MatrixStatic {
        /**
         * Constructor function.
         *
         * @param {Array<number>|Array<Array<number>>|Vector|Matrix} elements The elements.
         */
        create(elements: Array<number>|Array<Array<number>>|Vector | Matrix): Matrix;

        /**
         * Identity matrix of size n.
         *
         * @param {number} n The size.
         */
        I(n: number): Matrix;

        /**
         * Diagonal matrix - all off-diagonal elements are zero
         *
         * @param {any} elements The elements.
         */
        Diagonal(elements: Array<number>|Array<Array<number>>|Vector | Matrix): Matrix;

        /**
         * Rotation matrix about some axis. If no axis is supplied, assume we're after a 2D transform.
         *
         * @param {number} theta The angle in radians.
         * @param {Vector} a [Optional] The axis.
         */
        Rotation(theta: number, a?: Vector): Matrix;

        RotationX(t: number): Matrix;
        RotationY(t: number): Matrix;
        RotationZ(t: number): Matrix;

        /**
         * Random matrix of n rows, m columns.
         *
         * @param {number} n The number of rows.
         * @param {number} m The number of columns.
         */
        Random(n: number, m: number): Matrix;

        /**
         * Matrix filled with zeros.
         *
         * @param {number} n The number of rows.
         * @param {number} m The number of columns.
         */
        Zero(n: number, m: number): Matrix;
    }

    interface LineStatic {
        /**
         * Constructor function.
         *
         * @param Array<number>|Vector anchor The anchor vector.
         * @param Array<number>|Vector direction The direction vector.
         */
        create(anchor: Array<number>|Vector, direction: Array<number>|Vector): Line;

        X: Line;
        Y: Line;
        Z: Line;
    }
    interface PlaneStatic {
        /**
         * Constructor function.
         */
        create(anchor: Array<number>|Vector, normal: Array<number>|Vector): Plane;

        /**
         * Constructor function.
         */
        create(anchor: Array<number>|Vector, v1: Array<number>|Vector, v2: Array<number>|Vector): Plane;

        XY: Plane;
        YZ: Plane;
        ZX: Plane;
        YX: Plane;
    }
}

interface Vector {
    /**
     * Gets an array containing the vector's elements.
     */
    elements: Array<number>;

    /**
     * Returns element i of the vector.
     */
    e(i: number): number;

    /**
     * Returns the number of elements the vector has.
     */
    dimensions(): number;

    /**
     * Returns the modulus ('length') of the vector.
     */
    modulus(): number;

    /**
     * Returns true if the vector is equal to the argument.
     *
     * @param {Vector|Array<number>} vector The vector to compare equality.
     */
    eql(vector: Vector|Array<number>): boolean;

    /**
     * Returns a copy of the vector.
     */
    dup(): Vector;

    /**
     * Maps the vector to another vector according to the given function.
     *
     * @param {Function} fn The function to apply to each element (x, i) => {}.
     */
    map(fn: (x: number, i: number) => any): Vector;

    /**
     * Calls the iterator for each element of the vector in turn.
     *
     * @param {Function} fn The function to apply to each element (x, i) => {}.
     */
    each(fn: (x: number, i: number) => any): void;

    /**
     * Returns a new vector created by normalizing the receiver.
     */
    toUnitVector(): Vector;

    /**
     * Returns the angle between the vector and the argument (also a vector).
     *
     * @param {Vector} vector The other vector to calculate the angle.
     */
    angleFrom(vector: Vector): number;

    /**
     * Returns true if the vector is parallel to the argument.
     *
     * @param {Vector} vector The other vector.
     */
    isParallelTo(vector: Vector): boolean;

    /**
     * Returns true if the vector is antiparallel to the argument.
     *
     * @param {Vector} vector The other vector.
     */
    isAntiparallelTo(vector: Vector): boolean;

    /**
     * Returns true iff the vector is perpendicular to the argument.
     *
     * @param {Vector} vector The other vector.
     */
    isPerpendicularTo(vector: Vector): boolean;

    /**
     * Returns the result of adding the argument to the vector.
     *
     * @param {Vector|Array<number>} vector The vector.
     */
    add(vector: Vector|Array<number>): Vector;

    /**
     * Returns the result of subtracting the argument from the vector.
     *
     * @param {Vector|Array<number>} vector The vector.
     */
    subtract(vector: Vector|Array<number>): Vector;

    /**
     * Returns the result of multiplying the elements of the vector by the argument.
     *
     * @param {number} k The value by which to multiply the vector.
     */
    multiply(k: number): Vector;

    /**
     * Returns the result of multiplying the elements of the vector by the argument (Alias for multiply(k)).
     *
     * @param {number} k The value by which to multiply the vector.
     */
    x(k: number): Vector;

    /**
     * Returns the scalar product of the vector with the argument. Both vectors must have equal dimensionality.
     *
     * @param: {Vector|Array<number>} vector The other vector.
     */
    dot(vector: Vector|Array<number>): number;

    /**
     * Returns the vector product of the vector with the argument. Both vectors must have dimensionality 3.
     *
     * @param {Vector|Array<number>} vector The other vector.
     */
    cross(vector: Vector|Array<number>): Vector;

    /**
     * Returns the (absolute) largest element of the vector.
     */
    max(): number;

    /**
     * Returns the index of the first match found.
     *
     * @param {number} x The value.
     */
    indexOf(x: number): number;

    /**
     * Returns a diagonal matrix with the vector's elements as its diagonal elements.
     */
    toDiagonalMatrix(): Matrix;

    /**
     * Returns the result of rounding the elements of the vector.
     */
    round(): Vector;

    /**
     * Returns a copy of the vector with elements set to the given value if they differ from
     * it by less than Sylvester.precision.
     *
     * @param {number} x The value to snap to.
     */
    snapTo(x: number): Vector;

    /**
     * Returns the vector's distance from the argument, when considered as a point in space.
     *
     * @param {Vector|Line|Plane} obj The object to calculate the distance.
     */
    distanceFrom(obj: Vector|Line|Plane): number;

    /**
     * Returns true if the vector is point on the given line.
     *
     * @param {Line} line The line.
     */
    liesOn(line: Line): boolean;

    /**
     * Return true if the vector is a point in the given plane.
     *
     * @param {Plane} plane The plane.
     */
    liesIn(plane: Plane): boolean;

    /**
     * Rotates the vector about the given object. The object should be a point if the vector is 2D,
     * and a line if it is 3D. Be careful with line directions!
     *
     * @param {number|Matrix} t The angle in radians or in rotation matrix.
     * @param {Vector|Line} obj The rotation axis.
     */
    rotate(t: number|Matrix, obj: Vector|Line): Vector;

    /**
     * Returns the result of reflecting the point in the given point, line or plane.
     *
     * @param {Vector|Line|Plane} obj The object.
     */
    reflectionIn(obj: Vector|Line|Plane): Vector;

    /**
     * Utility to make sure vectors are 3D. If they are 2D, a zero z-component is added.
     */
    to3D(): Vector;

    /**
     * Returns a string representation of the vector.
     */
    inspect(): string;

    /**
     * Set vector's elements from an array.
     *
     * @param {Vector|Array<number>} els The elements.
     */
    setElements(els: Vector|Array<number>): Vector;
}

interface Matrix {
    /**
     * Gets a nested array containing the matrix's elements.
     */
    elements: Array<Array<number>>;
    /**
     * Returns element (i,j) of the matrix.
     *
     * @param {number} i The row index.
     * @param {number} j The column index.
     */
    e(i: number, j: number): any;

    /**
     * Returns row k of the matrix as a vector.
     *
     * @param {number} i The row index.
     */
    row(i: number): Vector;

    /**
     * Returns column k of the matrix as a vector.
     *
     * @param {number} j The column index.
     */
    col(j: number): Vector;

    /**
     * Returns the number of rows/columns the matrix has.
     *
     * @return {any} An object { rows: , cols: }.
     */
    dimensions(): any;

    /**
     * Returns the number of rows in the matrix.
     */
    rows(): number;

    /**
     * Returns the number of columns in the matrix.
     */
    cols(): number;

    /**
     * Returns true if the matrix is equal to the argument. You can supply a vector as the argument,
     * in which case the receiver must be a one-column matrix equal to the vector.
     *
     * @param {Vector|Matrix} matrix The argument to compare.
     */
    eql(matrix: Vector|Matrix): boolean;

    /**
     * Returns a copy of the matrix.
     */
    dup(): Matrix;

    /**
     * Maps the matrix to another matrix (of the same dimensions) according to the given function.
     *
     * @param {Function} fn The function.
     */
    map(fn: (x: number, i: number, j: number) => any): Matrix;

    /**
     * Returns true iff the argument has the same dimensions as the matrix.
     *
     * @param {Matrix} matrix The other matrix.
     */
    isSameSizeAs(matrix: Matrix): boolean;

    /**
     * Returns the result of adding the argument to the matrix.
     *
     * @param {Matrix} matrix The matrix to add.
     */
    add(matrix: Matrix): Matrix;

    /**
     * Returns the result of subtracting the argument from the matrix.
     *
     * @param {Matrix} matrix The matrix to substract.
     */
    subtract(matrix: Matrix): Matrix;

    /**
     * Returns true iff the matrix can multiply the argument from the left.
     *
     * @param {Matrix} matrix The matrix.
     */
    canMultiplyFromLeft(matrix: Matrix): boolean;

    /**
     * Returns the result of multiplying the matrix from the right by the argument. If the argument is a scalar
     * then just multiply all the elements. If the argument is a vector, a vector is returned, which saves you
     * having to remember calling col(1) on the result.
     *
     * @param {number|Matrix} matrix The multiplier.
     */
    multiply(matrix: number|Matrix): Matrix;

    /**
     * Returns the result of multiplying the matrix from the right by the argument. If the argument is a scalar
     * then just multiply all the elements. If the argument is a vector, a vector is returned, which saves you
     * having to remember calling col(1) on the result.
     *
     * @param {Vector} vector The multiplier.
     */
    multiply(vector: Vector): Vector;

    x(matrix: number|Matrix): Matrix;

    x(vector: Vector): Vector;

    /**
     * Returns a submatrix taken from the matrix. Argument order is: start row, start col, nrows, ncols.
     * Element selection wraps if the required index is outside the matrix's bounds, so you could use
     * this to perform row/column cycling or copy-augmenting.
     *
     * @param {number} a Starting row index.
     * @param {number} b Starting column index.
     * @param {number} c Number of rows.
     * @param {number} d Number of columns.
     */
    minor(a: number, b: number, c: number, d: number): Matrix;

    /**
     * Returns the transpose of the matrix.
     */
    transpose(): Matrix;

    /**
     * Returns true if the matrix is square.
     */
    isSquare(): boolean;

    /**
     * Returns the (absolute) largest element of the matrix.
     */
    max(): number;

    /**
     * Returns the indeces of the first match found by reading row-by-row from left to right.
     *
     * @param {number} x The value.
     *
     * @return {any} The element indeces i.e: { row:1, col:1 }
     */
    indexOf(x: number): any;

    /**
     * If the matrix is square, returns the diagonal elements as a vector; otherwise, returns null.
     */
    diagonal(): Vector;

    /**
     * Make the matrix upper (right) triangular by Gaussian elimination. This method only adds multiples
     * of rows to other rows. No rows are scaled up or switched, and the determinant is preserved.
     */
    toRightTriangular(): Matrix;
    toUpperTriangular(): Matrix;

    /**
     * Returns the determinant for square matrices.
     */
    determinant(): number;
    det(): number;

    /**
     * Returns true if the matrix is singular.
     */
    isSingular(): boolean;

    /**
     * Returns the trace for square matrices.
     */
    trace(): number;
    tr(): number;

    /**
     * Returns the rank of the matrix.
     */
    rank(): number;
    rk(): number;

    /**
     * Returns the result of attaching the given argument to the right-hand side of the matrix.
     *
     * @param {Matrix|Vector} matrix The matrix or vector.
     */
    augment(matrix: Matrix|Vector): Matrix;

    /**
     * Returns the inverse (if one exists) using Gauss-Jordan.
     */
    inverse(): Matrix;
    inv(): Matrix;

    /**
     * Returns the result of rounding all the elements.
     */
    round(): Matrix;

    /**
     * Returns a copy of the matrix with elements set to the given value if they differ from it
     * by less than Sylvester.precision.
     *
     * @param {number} x The value.
     */
    snapTo(x: number): Matrix;

    /**
     * Returns a string representation of the matrix.
     */
    inspect(): string;

    /**
     * Set the matrix's elements from an array. If the argument passed is a vector, the resulting matrix
     * will be a single column.
     *
     * @param {Array<number>|Array<Array<number>>|Vector|Matrix} matrix The elements.
     */
    setElements(matrix: Array<number>|Array<Array<number>>|Vector|Matrix): Matrix;
}

interface Line {
    /**
     * Gets the 3D vector corresponding to a point on the line.
     */
    anchor: Vector;

    /**
     * Gets a normalized 3D vector representing the line's direction.
     */
    direction: Vector;

    /**
     * Returns true if the argument occupies the same space as the line.
     *
     * @param {Line} line The other line.
     */
    eql(line: Line): boolean;

    /**
     * Returns a copy of the line.
     */
    dup(): Line;

    /**
     * Returns the result of translating the line by the given vector/array.
     *
     * @param {Vector|Array<number>} vector The translation vector.
     */
    translate(vector: Vector|Array<number>): Line;

    /**
     * Returns true if the line is parallel to the argument. Here, 'parallel to' means that the argument's
     * direction is either parallel or antiparallel to the line's own direction. A line is parallel to a
     * plane if the two do not have a unique intersection.
     *
     * @param {Line|Plane} obj The object.
     */
    isParallelTo(obj: Line|Plane): boolean;

    /**
     * Returns the line's perpendicular distance from the argument, which can be a point, a line or a plane.
     *
     * @param {Vector|Line|Plane} obj The object.
     */
    distanceFrom(obj: Vector|Line|Plane): number;

    /**
     * Returns true if the argument is a point on the line.
     *
     * @param {Vector} point The point.
     */
    contains(point: Vector): boolean;

    /**
     * Returns true if the line lies in the given plane.
     *
     * @param {Plane} plane The plane.
     */
    liesIn(plane: Plane): boolean;

    /**
     * Returns true if the line has a unique point of intersection with the argument.
     *
     * @param {Line|Plane} obj The object.
     */
    intersects(obj: Line|Plane): boolean;

    /**
     * Returns the unique intersection point with the argument, if one exists.
     *
     * @param {Line|Plane} obj The object.
     */
    intersectionWith(obj: Line|Plane): Vector;

    /**
     * Returns the point on the line that is closest to the given point or line.
     *
     * @param {Vector|Line} obj The object.
     */
    pointClosestTo(obj: Vector|Line): Vector;

    /**
     * Returns a copy of the line rotated by t radians about the given line. Works by finding the argument's
     * closest point to this line's anchor point (call this C) and rotating the anchor about C. Also rotates
     * the line's direction about the argument's. Be careful with this - the rotation axis' direction
     * affects the outcome!
     *
     * @param {number} t The angle in radians.
     * @param {Vector|Line} axis The axis.
     */
    rotate(t: number, axis: Vector|Line): Line;

    /**
     * Returns the line's reflection in the given point or line.
     *
     * @param {Vector|Line|Plane} obj The object.
     */
    reflectionIn(obj: Vector|Line|Plane): Line;

    /**
     * Set the line's anchor point and direction.
     *
     * @param {Array<number>|Vector} anchor The anchor vector.
     * @param {Array<number>|Vector} direction The direction vector.
     */
    setVectors(anchor: Array<number>|Vector, direction: Array<number>|Vector): Line;
}

interface Plane {
    /**
     * Gets the 3D vector corresponding to a point in the plane.
     */
    anchor: Vector;

    /**
     * Gets a normalized 3D vector perpendicular to the plane.
     */
    normal: Vector;

    /**
     * Returns true if the plane occupies the same space as the argument.
     *
     * @param {Plane} plane The other plane.
     */
    eql(plane: Plane): boolean;

    /**
     * Returns a copy of the plane.
     */
    dup(): Plane;

    /**
     * Returns the result of translating the plane by the given vector.
     *
     * @param {Array<number>|Vector} vector The translation vector.
     */
    translate(vector: Array<number>|Vector): Plane;

    /**
     * Returns true if the plane is parallel to the argument. Will return true if the planes are equal,
     * or if you give a line and it lies in the plane.
     *
     * @param {Line|Plane} obj The object.
     */
    isParallelTo(obj: Line|Plane): boolean;

    /**
     * Returns true if the receiver is perpendicular to the argument.
     *
     * @param {Plane} plane The other plane.
     */
    isPerpendicularTo(plane: Plane): boolean;

    /**
     * Returns the plane's distance from the given object (point, line or plane).
     *
     * @parm {Vector|Line|Plane} obj The object.
     */
    distanceFrom(obj: Vector|Line|Plane): number;

    /**
     * Returns true if the plane contains the given point or line.
     *
     * @param {Vector|Line} obj The object.
     */
    contains(obj: Vector|Line): boolean;

    /**
     * Returns true if the plane has a unique point/line of intersection with the argument.
     *
     * @param {Line|Plane} obj The object.
     */
    intersects(obj: Line|Plane): boolean;

    /**
     * Returns the unique intersection with the argument, if one exists.
     *
     * @param {Line} line The line.
     */
    intersectionWith(line: Line): Vector;

    /**
     * Returns the unique intersection with the argument, if one exists.
     *
     * @param {Plane} plane The plane.
     */
    intersectionWith(plane: Plane): Line;

    /**
     * Returns the point in the plane closest to the given point.
     *
     * @param {Vector} point The point.
     */
    pointClosestTo(point: Vector): Vector;

    /**
     * Returns a copy of the plane, rotated by t radians about the given line. See notes on Line#rotate.
     *
     * @param {number} t The angle in radians.
     * @param {Line} axis The line axis.
     */
    rotate(t: number, axis: Line): Plane;

    /**
     * Returns the reflection of the plane in the given point, line or plane.
     *
     * @param {Vector|Line|Plane} obj The object.
     */
    reflectionIn(obj: Vector|Line|Plane): Plane;

    /**
     * Sets the anchor point and normal to the plane. Normal vector is normalised before storage.
     *
     * @param {Array<number>|Vector} anchor The anchor vector.
     * @param {Array<number>|Vector} normal The normal vector.
     */
    setVectors(anchor: Array<number>|Vector, normal: Array<number>|Vector): Plane;

    /**
     * Sets the anchor point and normal to the plane. The normal is calculated by assuming the three points
     * should lie in the same plane. Normal vector is normalised before storage.
     *
     * @param {Array<number>|Vector} anchor The anchor vector.
     * @param {Array<number>|Vector} v1 The first direction vector.
     * @param {Array<number>|Vector} v2 The second direction vector.
     */
    setVectors(anchor: Array<number>|Vector, v1: Array<number>|Vector, v2: Array<number>|Vector): Plane;
}

declare module Sylvester {
    export var version: string;
    export var precision: number;
}

declare var Vector: Sylvester.VectorStatic;
declare var Matrix: Sylvester.MatrixStatic;
declare var Line: Sylvester.LineStatic;
declare var Plane: Sylvester.PlaneStatic;

/**
* Constructor function.
*
* @param {Vector|Array<number} elements The elements.
*/
declare function $V(elements: Vector|Array<number>): Vector;

/**
* Constructor function.
*
* @param {Array<number>|Array<Array<number>>|Vector|Matrix} elements The elements.
*/
declare function $M(elements: Array<number>|Array<Array<number>>|Vector | Matrix): Matrix;

/**
* Constructor function.
*
* @param Array<number>|Vector anchor The anchor vector.
* @param Array<number>|Vector direction The direction vector.
*/
declare function $L(anchor: Array<number>|Vector, direction: Array<number>|Vector): Line;

/**
* Constructor function.
*
* @param {Array<number>|Vector} anchor The anchor vector.
* @param {Array<number>|Vector} normal The normal vector.
*/
declare function $P(anchor: Array<number>|Vector, normal: Array<number>|Vector): Plane;

/**
 * Constructor function.
 *
 * @param {Array<number>|Vector} anchor The anchor vector.
 * @param {Array<number>|Vector} v1 The first direction vector.
 * @param {Array<number>|Vecotr} v2 The second direction vector.
 */
declare function $P(anchor: Array<number>|Vector, v1: Array<number>|Vector, v2: Array<number>|Vector): Plane;