@combeenation/3d-viewer 0.0.1-types

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Files changed (1530) hide show
  1. package/LICENSE +13 -0
  2. package/README.md +111 -0
  3. package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
  4. package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
  5. package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
  6. package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
  7. package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
  8. package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
  9. package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
  10. package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
  11. package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
  12. package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
  13. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
  14. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
  15. package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
  16. package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
  17. package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
  18. package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
  19. package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
  20. package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
  21. package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
  22. package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
  23. package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
  24. package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
  25. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
  26. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
  27. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
  28. package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
  29. package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
  30. package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
  31. package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
  32. package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
  33. package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
  34. package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
  35. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
  36. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
  37. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  38. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
  39. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
  40. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
  41. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
  42. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
  43. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
  44. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
  45. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
  46. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
  47. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
  48. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
  49. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
  50. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
  51. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
  52. package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
  53. package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
  54. package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
  55. package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
  56. package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
  57. package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
  58. package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
  59. package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
  60. package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
  61. package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
  62. package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
  63. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
  64. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
  65. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
  66. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
  67. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
  68. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
  69. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
  70. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
  71. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
  72. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
  73. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
  74. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
  75. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
  76. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
  77. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
  78. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
  79. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
  80. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
  81. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
  82. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
  83. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
  84. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
  85. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
  86. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
  87. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
  88. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
  89. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
  90. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
  91. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
  92. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
  93. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
  94. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
  95. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
  96. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
  97. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
  98. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
  99. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
  100. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
  101. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
  102. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
  103. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
  104. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
  105. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
  106. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
  107. package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
  108. package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
  109. package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
  110. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
  111. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
  112. package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
  113. package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
  114. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
  115. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
  116. package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
  117. package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
  118. package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
  119. package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
  120. package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
  121. package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
  122. package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
  123. package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
  124. package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
  125. package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
  126. package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
  127. package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
  128. package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
  129. package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
  130. package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
  131. package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
  132. package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
  133. package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
  134. package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
  135. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
  136. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
  137. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
  138. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
  139. package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
  140. package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
  141. package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
  142. package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
  143. package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
  144. package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
  145. package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
  146. package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
  147. package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
  148. package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
  149. package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
  150. package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
  151. package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
  152. package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
  153. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
  154. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
  155. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
  156. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
  157. package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
  158. package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
  159. package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
  160. package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
  161. package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
  162. package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
  163. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
  164. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
  165. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
  166. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
  167. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
  168. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
  169. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
  170. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
  171. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
  172. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
  173. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
  174. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
  175. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
  176. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
  177. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
  178. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
  179. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
  180. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
  181. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
  182. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
  183. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
  184. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
  185. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
  186. package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
  187. package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
  188. package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
  189. package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
  190. package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
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  192. package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
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  210. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
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  214. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
  215. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
  216. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
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  1484. package/dist/types/src/api/manager/tagManager.d.ts +108 -0
  1485. package/dist/types/src/api/manager/textureLoadManager.d.ts +22 -0
  1486. package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
  1487. package/dist/types/src/api/store/specStorage.d.ts +32 -0
  1488. package/dist/types/src/api/util/babylonHelper.d.ts +235 -0
  1489. package/dist/types/src/api/util/globalTypes.d.ts +436 -0
  1490. package/dist/types/src/api/util/resourceHelper.d.ts +58 -0
  1491. package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
  1492. package/dist/types/src/api/util/stringHelper.d.ts +13 -0
  1493. package/dist/types/src/api/util/structureHelper.d.ts +9 -0
  1494. package/dist/types/src/index.d.ts +27 -0
  1495. package/package.json +86 -0
  1496. package/src/api/classes/animationInterface.ts +10 -0
  1497. package/src/api/classes/dottedPath.ts +181 -0
  1498. package/src/api/classes/element.ts +731 -0
  1499. package/src/api/classes/event.ts +452 -0
  1500. package/src/api/classes/eventBroadcaster.ts +52 -0
  1501. package/src/api/classes/fuzzyMap.ts +21 -0
  1502. package/src/api/classes/parameter.ts +554 -0
  1503. package/src/api/classes/parameterObservable.ts +73 -0
  1504. package/src/api/classes/parameterizable.ts +87 -0
  1505. package/src/api/classes/placementAnimation.ts +162 -0
  1506. package/src/api/classes/variant.ts +933 -0
  1507. package/src/api/classes/variantInstance.ts +123 -0
  1508. package/src/api/classes/variantParameterizable.ts +85 -0
  1509. package/src/api/classes/viewer.ts +742 -0
  1510. package/src/api/classes/viewerLight.ts +339 -0
  1511. package/src/api/internal/debugViewer.ts +90 -0
  1512. package/src/api/internal/lensRendering.ts +9 -0
  1513. package/src/api/internal/sceneSetup.ts +205 -0
  1514. package/src/api/manager/animationManager.ts +143 -0
  1515. package/src/api/manager/gltfExportManager.ts +236 -0
  1516. package/src/api/manager/sceneManager.ts +136 -0
  1517. package/src/api/manager/tagManager.ts +451 -0
  1518. package/src/api/manager/textureLoadManager.ts +95 -0
  1519. package/src/api/manager/variantInstanceManager.ts +298 -0
  1520. package/src/api/store/specStorage.ts +68 -0
  1521. package/src/api/util/babylonHelper.ts +822 -0
  1522. package/src/api/util/globalTypes.ts +503 -0
  1523. package/src/api/util/resourceHelper.ts +191 -0
  1524. package/src/api/util/sceneLoaderHelper.ts +170 -0
  1525. package/src/api/util/stringHelper.ts +30 -0
  1526. package/src/api/util/structureHelper.ts +49 -0
  1527. package/src/buildinfo.json +3 -0
  1528. package/src/dev.ts +62 -0
  1529. package/src/index.ts +79 -0
  1530. package/src/types.d.ts +36 -0
@@ -0,0 +1,3361 @@
1
+ /**
2
+ * Class representing a vector containing 2 coordinates
3
+ * Example Playground - Overview - https://playground.babylonjs.com/#QYBWV4#9
4
+ */
5
+ export class Vector2 {
6
+ /**
7
+ * Gets a new Vector2(0, 0)
8
+ * @returns a new Vector2
9
+ */
10
+ static Zero(): Vector2;
11
+ /**
12
+ * Gets a new Vector2(1, 1)
13
+ * @returns a new Vector2
14
+ */
15
+ static One(): Vector2;
16
+ /**
17
+ * Gets a zero Vector2 that must not be updated
18
+ */
19
+ static get ZeroReadOnly(): Vector2;
20
+ /**
21
+ * Gets a new Vector2 set from the given index element of the given array
22
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#79
23
+ * @param array defines the data source
24
+ * @param offset defines the offset in the data source
25
+ * @returns a new Vector2
26
+ */
27
+ static FromArray(array: any, offset?: number): Vector2;
28
+ /**
29
+ * Sets "result" from the given index element of the given array
30
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#80
31
+ * @param array defines the data source
32
+ * @param offset defines the offset in the data source
33
+ * @param result defines the target vector
34
+ */
35
+ static FromArrayToRef(array: any, offset: any, result: any): void;
36
+ /**
37
+ * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
38
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#65
39
+ * @param value1 defines 1st point of control
40
+ * @param value2 defines 2nd point of control
41
+ * @param value3 defines 3rd point of control
42
+ * @param value4 defines 4th point of control
43
+ * @param amount defines the interpolation factor
44
+ * @returns a new Vector2
45
+ */
46
+ static CatmullRom(value1: any, value2: any, value3: any, value4: any, amount: any): Vector2;
47
+ /**
48
+ * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
49
+ * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
50
+ * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
51
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#76
52
+ * @param value defines the value to clamp
53
+ * @param min defines the lower limit
54
+ * @param max defines the upper limit
55
+ * @returns a new Vector2
56
+ */
57
+ static Clamp(value: any, min: any, max: any): Vector2;
58
+ /**
59
+ * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2"
60
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#81
61
+ * @param value1 defines the 1st control point
62
+ * @param tangent1 defines the outgoing tangent
63
+ * @param value2 defines the 2nd control point
64
+ * @param tangent2 defines the incoming tangent
65
+ * @param amount defines the interpolation factor
66
+ * @returns a new Vector2
67
+ */
68
+ static Hermite(value1: any, tangent1: any, value2: any, tangent2: any, amount: any): Vector2;
69
+ /**
70
+ * Returns a new Vector2 which is the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2".
71
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#82
72
+ * @param value1 defines the first control point
73
+ * @param tangent1 defines the first tangent
74
+ * @param value2 defines the second control point
75
+ * @param tangent2 defines the second tangent
76
+ * @param time define where the derivative must be done
77
+ * @returns 1st derivative
78
+ */
79
+ static Hermite1stDerivative(value1: any, tangent1: any, value2: any, tangent2: any, time: any): Vector2;
80
+ /**
81
+ * Returns a new Vector2 which is the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2".
82
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#83
83
+ * @param value1 defines the first control point
84
+ * @param tangent1 defines the first tangent
85
+ * @param value2 defines the second control point
86
+ * @param tangent2 defines the second tangent
87
+ * @param time define where the derivative must be done
88
+ * @param result define where the derivative will be stored
89
+ */
90
+ static Hermite1stDerivativeToRef(value1: any, tangent1: any, value2: any, tangent2: any, time: any, result: any): void;
91
+ /**
92
+ * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
93
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#84
94
+ * @param start defines the start vector
95
+ * @param end defines the end vector
96
+ * @param amount defines the interpolation factor
97
+ * @returns a new Vector2
98
+ */
99
+ static Lerp(start: any, end: any, amount: any): Vector2;
100
+ /**
101
+ * Gets the dot product of the vector "left" and the vector "right"
102
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#90
103
+ * @param left defines first vector
104
+ * @param right defines second vector
105
+ * @returns the dot product (float)
106
+ */
107
+ static Dot(left: any, right: any): number;
108
+ /**
109
+ * Returns a new Vector2 equal to the normalized given vector
110
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#46
111
+ * @param vector defines the vector to normalize
112
+ * @returns a new Vector2
113
+ */
114
+ static Normalize(vector: any): Vector2;
115
+ /**
116
+ * Normalize a given vector into a second one
117
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#50
118
+ * @param vector defines the vector to normalize
119
+ * @param result defines the vector where to store the result
120
+ */
121
+ static NormalizeToRef(vector: any, result: any): void;
122
+ /**
123
+ * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
124
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#86
125
+ * @param left defines 1st vector
126
+ * @param right defines 2nd vector
127
+ * @returns a new Vector2
128
+ */
129
+ static Minimize(left: any, right: any): Vector2;
130
+ /**
131
+ * Gets a new Vector2 set with the maximal coordinate values from the "left" and "right" vectors
132
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#86
133
+ * @param left defines 1st vector
134
+ * @param right defines 2nd vector
135
+ * @returns a new Vector2
136
+ */
137
+ static Maximize(left: any, right: any): Vector2;
138
+ /**
139
+ * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
140
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#17
141
+ * @param vector defines the vector to transform
142
+ * @param transformation defines the matrix to apply
143
+ * @returns a new Vector2
144
+ */
145
+ static Transform(vector: any, transformation: any): Vector2;
146
+ /**
147
+ * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
148
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#19
149
+ * @param vector defines the vector to transform
150
+ * @param transformation defines the matrix to apply
151
+ * @param result defines the target vector
152
+ */
153
+ static TransformToRef(vector: any, transformation: any, result: any): void;
154
+ /**
155
+ * Determines if a given vector is included in a triangle
156
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#87
157
+ * @param p defines the vector to test
158
+ * @param p0 defines 1st triangle point
159
+ * @param p1 defines 2nd triangle point
160
+ * @param p2 defines 3rd triangle point
161
+ * @returns true if the point "p" is in the triangle defined by the vectors "p0", "p1", "p2"
162
+ */
163
+ static PointInTriangle(p: any, p0: any, p1: any, p2: any): boolean;
164
+ /**
165
+ * Gets the distance between the vectors "value1" and "value2"
166
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#71
167
+ * @param value1 defines first vector
168
+ * @param value2 defines second vector
169
+ * @returns the distance between vectors
170
+ */
171
+ static Distance(value1: any, value2: any): number;
172
+ /**
173
+ * Returns the squared distance between the vectors "value1" and "value2"
174
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#72
175
+ * @param value1 defines first vector
176
+ * @param value2 defines second vector
177
+ * @returns the squared distance between vectors
178
+ */
179
+ static DistanceSquared(value1: any, value2: any): number;
180
+ /**
181
+ * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
182
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#86
183
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#66
184
+ * @param value1 defines first vector
185
+ * @param value2 defines second vector
186
+ * @returns a new Vector2
187
+ */
188
+ static Center(value1: any, value2: any): any;
189
+ /**
190
+ * Gets the center of the vectors "value1" and "value2" and stores the result in the vector "ref"
191
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#66
192
+ * @param value1 defines first vector
193
+ * @param value2 defines second vector
194
+ * @param ref defines third vector
195
+ * @returns ref
196
+ */
197
+ static CenterToRef(value1: any, value2: any, ref: any): any;
198
+ /**
199
+ * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
200
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#77
201
+ * @param p defines the middle point
202
+ * @param segA defines one point of the segment
203
+ * @param segB defines the other point of the segment
204
+ * @returns the shortest distance
205
+ */
206
+ static DistanceOfPointFromSegment(p: any, segA: any, segB: any): number;
207
+ /**
208
+ * Creates a new Vector2 from the given x and y coordinates
209
+ * @param x defines the first coordinate
210
+ * @param y defines the second coordinate
211
+ */
212
+ constructor(x?: number, y?: number);
213
+ x: number;
214
+ y: number;
215
+ /**
216
+ * Gets a string with the Vector2 coordinates
217
+ * @returns a string with the Vector2 coordinates
218
+ */
219
+ toString(): string;
220
+ /**
221
+ * Gets class name
222
+ * @returns the string "Vector2"
223
+ */
224
+ getClassName(): string;
225
+ /**
226
+ * Gets current vector hash code
227
+ * @returns the Vector2 hash code as a number
228
+ */
229
+ getHashCode(): number;
230
+ /**
231
+ * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
232
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#15
233
+ * @param array defines the source array
234
+ * @param index defines the offset in source array
235
+ * @returns the current Vector2
236
+ */
237
+ toArray(array: any, index?: number): Vector2;
238
+ /**
239
+ * Update the current vector from an array
240
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#39
241
+ * @param array defines the destination array
242
+ * @param index defines the offset in the destination array
243
+ * @returns the current Vector3
244
+ */
245
+ fromArray(array: any, index?: number): Vector2;
246
+ /**
247
+ * Copy the current vector to an array
248
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#40
249
+ * @returns a new array with 2 elements: the Vector2 coordinates.
250
+ */
251
+ asArray(): any[];
252
+ /**
253
+ * Sets the Vector2 coordinates with the given Vector2 coordinates
254
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#24
255
+ * @param source defines the source Vector2
256
+ * @returns the current updated Vector2
257
+ */
258
+ copyFrom(source: any): Vector2;
259
+ /**
260
+ * Sets the Vector2 coordinates with the given floats
261
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#25
262
+ * @param x defines the first coordinate
263
+ * @param y defines the second coordinate
264
+ * @returns the current updated Vector2
265
+ */
266
+ copyFromFloats(x: any, y: any): Vector2;
267
+ /**
268
+ * Sets the Vector2 coordinates with the given floats
269
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#62
270
+ * @param x defines the first coordinate
271
+ * @param y defines the second coordinate
272
+ * @returns the current updated Vector2
273
+ */
274
+ set(x: any, y: any): Vector2;
275
+ /**
276
+ * Add another vector with the current one
277
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#11
278
+ * @param otherVector defines the other vector
279
+ * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
280
+ */
281
+ add(otherVector: any): Vector2;
282
+ /**
283
+ * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
284
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#12
285
+ * @param otherVector defines the other vector
286
+ * @param result defines the target vector
287
+ * @returns the unmodified current Vector2
288
+ */
289
+ addToRef(otherVector: any, result: any): Vector2;
290
+ /**
291
+ * Set the Vector2 coordinates by adding the given Vector2 coordinates
292
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#13
293
+ * @param otherVector defines the other vector
294
+ * @returns the current updated Vector2
295
+ */
296
+ addInPlace(otherVector: any): Vector2;
297
+ /**
298
+ * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
299
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#14
300
+ * @param otherVector defines the other vector
301
+ * @returns a new Vector2
302
+ */
303
+ addVector3(otherVector: any): Vector2;
304
+ /**
305
+ * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
306
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#61
307
+ * @param otherVector defines the other vector
308
+ * @returns a new Vector2
309
+ */
310
+ subtract(otherVector: any): Vector2;
311
+ /**
312
+ * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
313
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#63
314
+ * @param otherVector defines the other vector
315
+ * @param result defines the target vector
316
+ * @returns the unmodified current Vector2
317
+ */
318
+ subtractToRef(otherVector: any, result: any): Vector2;
319
+ /**
320
+ * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
321
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#88
322
+ * @param otherVector defines the other vector
323
+ * @returns the current updated Vector2
324
+ */
325
+ subtractInPlace(otherVector: any): Vector2;
326
+ /**
327
+ * Multiplies in place the current Vector2 coordinates by the given ones
328
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#43
329
+ * @param otherVector defines the other vector
330
+ * @returns the current updated Vector2
331
+ */
332
+ multiplyInPlace(otherVector: any): Vector2;
333
+ /**
334
+ * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
335
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#42
336
+ * @param otherVector defines the other vector
337
+ * @returns a new Vector2
338
+ */
339
+ multiply(otherVector: any): Vector2;
340
+ /**
341
+ * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
342
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#44
343
+ * @param otherVector defines the other vector
344
+ * @param result defines the target vector
345
+ * @returns the unmodified current Vector2
346
+ */
347
+ multiplyToRef(otherVector: any, result: any): Vector2;
348
+ /**
349
+ * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
350
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#89
351
+ * @param x defines the first coordinate
352
+ * @param y defines the second coordinate
353
+ * @returns a new Vector2
354
+ */
355
+ multiplyByFloats(x: any, y: any): Vector2;
356
+ /**
357
+ * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
358
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#27
359
+ * @param otherVector defines the other vector
360
+ * @returns a new Vector2
361
+ */
362
+ divide(otherVector: any): Vector2;
363
+ /**
364
+ * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
365
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#30
366
+ * @param otherVector defines the other vector
367
+ * @param result defines the target vector
368
+ * @returns the unmodified current Vector2
369
+ */
370
+ divideToRef(otherVector: any, result: any): Vector2;
371
+ /**
372
+ * Divides the current Vector2 coordinates by the given ones
373
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#28
374
+ * @param otherVector defines the other vector
375
+ * @returns the current updated Vector2
376
+ */
377
+ divideInPlace(otherVector: any): Vector2;
378
+ /**
379
+ * Gets a new Vector2 with current Vector2 negated coordinates
380
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#22
381
+ * @returns a new Vector2
382
+ */
383
+ negate(): Vector2;
384
+ /**
385
+ * Negate this vector in place
386
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#23
387
+ * @returns this
388
+ */
389
+ negateInPlace(): Vector2;
390
+ /**
391
+ * Negate the current Vector2 and stores the result in the given vector "result" coordinates
392
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#41
393
+ * @param result defines the Vector3 object where to store the result
394
+ * @returns the result
395
+ */
396
+ negateToRef(result: any): any;
397
+ /**
398
+ * Multiply the Vector2 coordinates by
399
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#59
400
+ * @param scale defines the scaling factor
401
+ * @returns the current updated Vector2
402
+ */
403
+ scaleInPlace(scale: any): Vector2;
404
+ /**
405
+ * Returns a new Vector2 scaled by "scale" from the current Vector2
406
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#52
407
+ * @param scale defines the scaling factor
408
+ * @returns a new Vector2
409
+ */
410
+ scale(scale: any): Vector2;
411
+ /**
412
+ * Scale the current Vector2 values by a factor to a given Vector2
413
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#57
414
+ * @param scale defines the scale factor
415
+ * @param result defines the Vector2 object where to store the result
416
+ * @returns the unmodified current Vector2
417
+ */
418
+ scaleToRef(scale: any, result: any): Vector2;
419
+ /**
420
+ * Scale the current Vector2 values by a factor and add the result to a given Vector2
421
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#58
422
+ * @param scale defines the scale factor
423
+ * @param result defines the Vector2 object where to store the result
424
+ * @returns the unmodified current Vector2
425
+ */
426
+ scaleAndAddToRef(scale: any, result: any): Vector2;
427
+ /**
428
+ * Gets a boolean if two vectors are equals
429
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#31
430
+ * @param otherVector defines the other vector
431
+ * @returns true if the given vector coordinates strictly equal the current Vector2 ones
432
+ */
433
+ equals(otherVector: any): any;
434
+ /**
435
+ * Gets a boolean if two vectors are equals (using an epsilon value)
436
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#32
437
+ * @param otherVector defines the other vector
438
+ * @param epsilon defines the minimal distance to consider equality
439
+ * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
440
+ */
441
+ equalsWithEpsilon(otherVector: any, epsilon?: number): any;
442
+ /**
443
+ * Gets a new Vector2 from current Vector2 floored values
444
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#35
445
+ * eg (1.2, 2.31) returns (1, 2)
446
+ * @returns a new Vector2
447
+ */
448
+ floor(): Vector2;
449
+ /**
450
+ * Gets a new Vector2 from current Vector2 fractional values
451
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#34
452
+ * eg (1.2, 2.31) returns (0.2, 0.31)
453
+ * @returns a new Vector2
454
+ */
455
+ fract(): Vector2;
456
+ /**
457
+ * Rotate the current vector into a given result vector
458
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#49
459
+ * @param angle defines the rotation angle
460
+ * @param result defines the result vector where to store the rotated vector
461
+ * @returns the current vector
462
+ */
463
+ rotateToRef(angle: any, result: any): Vector2;
464
+ /**
465
+ * Gets the length of the vector
466
+ * @returns the vector length (float)
467
+ */
468
+ length(): number;
469
+ /**
470
+ * Gets the vector squared length
471
+ * @returns the vector squared length (float)
472
+ */
473
+ lengthSquared(): number;
474
+ /**
475
+ * Normalize the vector
476
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#48
477
+ * @returns the current updated Vector2
478
+ */
479
+ normalize(): Vector2;
480
+ /**
481
+ * Gets a new Vector2 copied from the Vector2
482
+ * Example Playground https://playground.babylonjs.com/#QYBWV4#20
483
+ * @returns a new Vector2
484
+ */
485
+ clone(): Vector2;
486
+ }
487
+ export namespace Vector2 {
488
+ const _ZeroReadOnly: Vector2;
489
+ }
490
+ /**
491
+ * Class used to store (x,y,z) vector representation
492
+ * A Vector3 is the main object used in 3D geometry
493
+ * It can represent either the coordinates of a point the space, either a direction
494
+ * Reminder: js uses a left handed forward facing system
495
+ * Example Playground - Overview - https://playground.babylonjs.com/#R1F8YU
496
+ */
497
+ export class Vector3 {
498
+ /**
499
+ * Get the clip factor between two vectors
500
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#126
501
+ * @param vector0 defines the first operand
502
+ * @param vector1 defines the second operand
503
+ * @param axis defines the axis to use
504
+ * @param size defines the size along the axis
505
+ * @returns the clip factor
506
+ */
507
+ static GetClipFactor(vector0: any, vector1: any, axis: any, size: any): number;
508
+ /**
509
+ * Get angle between two vectors
510
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#86
511
+ * @param vector0 the starting point
512
+ * @param vector1 the ending point
513
+ * @param normal direction of the normal
514
+ * @returns the angle between vector0 and vector1
515
+ */
516
+ static GetAngleBetweenVectors(vector0: any, vector1: any, normal: any): number;
517
+ /**
518
+ * Get angle between two vectors projected on a plane
519
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#87
520
+ * Expectation compute time: 0.01 ms (median) and 0.02 ms (percentile 95%)
521
+ * @param vector0 angle between vector0 and vector1
522
+ * @param vector1 angle between vector0 and vector1
523
+ * @param normal Normal of the projection plane
524
+ * @returns the angle in radians (float) between vector0 and vector1 projected on the plane with the specified normal
525
+ */
526
+ static GetAngleBetweenVectorsOnPlane(vector0: any, vector1: any, normal: any): number;
527
+ /**
528
+ * Gets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point and stores it in the ref Vector3
529
+ * Example PG https://playground.babylonjs.com/#R1F8YU#189
530
+ * @param start the starting point
531
+ * @param target the target point
532
+ * @param ref the vector3 to store the result
533
+ * @returns ref in the form (pitch, yaw, 0)
534
+ */
535
+ static PitchYawRollToMoveBetweenPointsToRef(start: any, target: any, ref: any): any;
536
+ /**
537
+ * Gets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point
538
+ * Example PG https://playground.babylonjs.com/#R1F8YU#188
539
+ * @param start the starting point
540
+ * @param target the target point
541
+ * @returns the rotation in the form (pitch, yaw, 0)
542
+ */
543
+ static PitchYawRollToMoveBetweenPoints(start: any, target: any): any;
544
+ /**
545
+ * Slerp between two vectors. See also `SmoothToRef`
546
+ * Slerp is a spherical linear interpolation
547
+ * giving a slow in and out effect
548
+ * Example Playground 1 https://playground.babylonjs.com/#R1F8YU#108
549
+ * Example Playground 2 https://playground.babylonjs.com/#R1F8YU#109
550
+ * @param vector0 Start vector
551
+ * @param vector1 End vector
552
+ * @param slerp amount (will be clamped between 0 and 1)
553
+ * @param result The slerped vector
554
+ */
555
+ static SlerpToRef(vector0: any, vector1: any, slerp: any, result: any): void;
556
+ /**
557
+ * Smooth interpolation between two vectors using Slerp
558
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#110
559
+ * @param source source vector
560
+ * @param goal goal vector
561
+ * @param deltaTime current interpolation frame
562
+ * @param lerpTime total interpolation time
563
+ * @param result the smoothed vector
564
+ */
565
+ static SmoothToRef(source: any, goal: any, deltaTime: any, lerpTime: any, result: any): void;
566
+ /**
567
+ * Returns a new Vector3 set from the index "offset" of the given array
568
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#83
569
+ * @param array defines the source array
570
+ * @param offset defines the offset in the source array
571
+ * @returns the new Vector3
572
+ */
573
+ static FromArray(array: any, offset?: number): Vector3;
574
+ /**
575
+ * Returns a new Vector3 set from the index "offset" of the given Float32Array
576
+ * @param array defines the source array
577
+ * @param offset defines the offset in the source array
578
+ * @returns the new Vector3
579
+ * @deprecated Please use FromArray instead.
580
+ */
581
+ static FromFloatArray(array: any, offset: any): Vector3;
582
+ /**
583
+ * Sets the given vector "result" with the element values from the index "offset" of the given array
584
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#84
585
+ * @param array defines the source array
586
+ * @param offset defines the offset in the source array
587
+ * @param result defines the Vector3 where to store the result
588
+ */
589
+ static FromArrayToRef(array: any, offset: any, result: any): void;
590
+ /**
591
+ * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
592
+ * @param array defines the source array
593
+ * @param offset defines the offset in the source array
594
+ * @param result defines the Vector3 where to store the result
595
+ * @deprecated Please use FromArrayToRef instead.
596
+ */
597
+ static FromFloatArrayToRef(array: any, offset: any, result: any): void;
598
+ /**
599
+ * Sets the given vector "result" with the given floats.
600
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#85
601
+ * @param x defines the x coordinate of the source
602
+ * @param y defines the y coordinate of the source
603
+ * @param z defines the z coordinate of the source
604
+ * @param result defines the Vector3 where to store the result
605
+ */
606
+ static FromFloatsToRef(x: any, y: any, z: any, result: any): void;
607
+ /**
608
+ * Returns a new Vector3 set to (0.0, 0.0, 0.0)
609
+ * @returns a new empty Vector3
610
+ */
611
+ static Zero(): Vector3;
612
+ /**
613
+ * Returns a new Vector3 set to (1.0, 1.0, 1.0)
614
+ * @returns a new Vector3
615
+ */
616
+ static One(): Vector3;
617
+ /**
618
+ * Returns a new Vector3 set to (0.0, 1.0, 0.0)
619
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
620
+ * @returns a new up Vector3
621
+ */
622
+ static Up(): Vector3;
623
+ /**
624
+ * Gets an up Vector3 that must not be updated
625
+ */
626
+ static get UpReadOnly(): Vector3;
627
+ /**
628
+ * Gets a down Vector3 that must not be updated
629
+ */
630
+ static get DownReadOnly(): Vector3;
631
+ /**
632
+ * Gets a right Vector3 that must not be updated
633
+ */
634
+ static get RightReadOnly(): Vector3;
635
+ /**
636
+ * Gets a left Vector3 that must not be updated
637
+ */
638
+ static get LeftReadOnly(): Vector3;
639
+ /**
640
+ * Gets a forward Vector3 that must not be updated
641
+ */
642
+ static get LeftHandedForwardReadOnly(): Vector3;
643
+ /**
644
+ * Gets a forward Vector3 that must not be updated
645
+ */
646
+ static get RightHandedForwardReadOnly(): Vector3;
647
+ /**
648
+ * Gets a zero Vector3 that must not be updated
649
+ */
650
+ static get ZeroReadOnly(): Vector3;
651
+ /**
652
+ * Returns a new Vector3 set to (0.0, -1.0, 0.0)
653
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
654
+ * @returns a new down Vector3
655
+ */
656
+ static Down(): Vector3;
657
+ /**
658
+ * Returns a new Vector3 set to (0.0, 0.0, 1.0)
659
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
660
+ * @param rightHandedSystem is the scene right-handed (negative z)
661
+ * @returns a new forward Vector3
662
+ */
663
+ static Forward(rightHandedSystem?: boolean): Vector3;
664
+ /**
665
+ * Returns a new Vector3 set to (0.0, 0.0, -1.0)
666
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
667
+ * @param rightHandedSystem is the scene right-handed (negative-z)
668
+ * @returns a new Backward Vector3
669
+ */
670
+ static Backward(rightHandedSystem?: boolean): Vector3;
671
+ /**
672
+ * Returns a new Vector3 set to (1.0, 0.0, 0.0)
673
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
674
+ * @returns a new right Vector3
675
+ */
676
+ static Right(): Vector3;
677
+ /**
678
+ * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
679
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#71
680
+ * @returns a new left Vector3
681
+ */
682
+ static Left(): Vector3;
683
+ /**
684
+ * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
685
+ * This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
686
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#111
687
+ * @param vector defines the Vector3 to transform
688
+ * @param transformation defines the transformation matrix
689
+ * @returns the transformed Vector3
690
+ */
691
+ static TransformCoordinates(vector: any, transformation: any): Vector3;
692
+ /**
693
+ * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
694
+ * This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
695
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#113
696
+ * @param vector defines the Vector3 to transform
697
+ * @param transformation defines the transformation matrix
698
+ * @param result defines the Vector3 where to store the result
699
+ */
700
+ static TransformCoordinatesToRef(vector: any, transformation: any, result: any): void;
701
+ /**
702
+ * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
703
+ * This method computes transformed coordinates only, not transformed direction vectors
704
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#115
705
+ * @param x define the x coordinate of the source vector
706
+ * @param y define the y coordinate of the source vector
707
+ * @param z define the z coordinate of the source vector
708
+ * @param transformation defines the transformation matrix
709
+ * @param result defines the Vector3 where to store the result
710
+ */
711
+ static TransformCoordinatesFromFloatsToRef(x: any, y: any, z: any, transformation: any, result: any): void;
712
+ /**
713
+ * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
714
+ * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
715
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#112
716
+ * @param vector defines the Vector3 to transform
717
+ * @param transformation defines the transformation matrix
718
+ * @returns the new Vector3
719
+ */
720
+ static TransformNormal(vector: any, transformation: any): Vector3;
721
+ /**
722
+ * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
723
+ * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
724
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#114
725
+ * @param vector defines the Vector3 to transform
726
+ * @param transformation defines the transformation matrix
727
+ * @param result defines the Vector3 where to store the result
728
+ */
729
+ static TransformNormalToRef(vector: any, transformation: any, result: any): void;
730
+ /**
731
+ * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
732
+ * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
733
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#116
734
+ * @param x define the x coordinate of the source vector
735
+ * @param y define the y coordinate of the source vector
736
+ * @param z define the z coordinate of the source vector
737
+ * @param transformation defines the transformation matrix
738
+ * @param result defines the Vector3 where to store the result
739
+ */
740
+ static TransformNormalFromFloatsToRef(x: any, y: any, z: any, transformation: any, result: any): void;
741
+ /**
742
+ * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
743
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#69
744
+ * @param value1 defines the first control point
745
+ * @param value2 defines the second control point
746
+ * @param value3 defines the third control point
747
+ * @param value4 defines the fourth control point
748
+ * @param amount defines the amount on the spline to use
749
+ * @returns the new Vector3
750
+ */
751
+ static CatmullRom(value1: any, value2: any, value3: any, value4: any, amount: any): Vector3;
752
+ /**
753
+ * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
754
+ * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
755
+ * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
756
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#76
757
+ * @param value defines the current value
758
+ * @param min defines the lower range value
759
+ * @param max defines the upper range value
760
+ * @returns the new Vector3
761
+ */
762
+ static Clamp(value: any, min: any, max: any): Vector3;
763
+ /**
764
+ * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
765
+ * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
766
+ * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
767
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#77
768
+ * @param value defines the current value
769
+ * @param min defines the lower range value
770
+ * @param max defines the upper range value
771
+ * @param result defines the Vector3 where to store the result
772
+ */
773
+ static ClampToRef(value: any, min: any, max: any, result: any): void;
774
+ /**
775
+ * Checks if a given vector is inside a specific range
776
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#75
777
+ * @param v defines the vector to test
778
+ * @param min defines the minimum range
779
+ * @param max defines the maximum range
780
+ */
781
+ static CheckExtends(v: any, min: any, max: any): void;
782
+ /**
783
+ * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
784
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#89
785
+ * @param value1 defines the first control point
786
+ * @param tangent1 defines the first tangent vector
787
+ * @param value2 defines the second control point
788
+ * @param tangent2 defines the second tangent vector
789
+ * @param amount defines the amount on the interpolation spline (between 0 and 1)
790
+ * @returns the new Vector3
791
+ */
792
+ static Hermite(value1: any, tangent1: any, value2: any, tangent2: any, amount: any): Vector3;
793
+ /**
794
+ * Returns a new Vector3 which is the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2".
795
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#90
796
+ * @param value1 defines the first control point
797
+ * @param tangent1 defines the first tangent
798
+ * @param value2 defines the second control point
799
+ * @param tangent2 defines the second tangent
800
+ * @param time define where the derivative must be done
801
+ * @returns 1st derivative
802
+ */
803
+ static Hermite1stDerivative(value1: any, tangent1: any, value2: any, tangent2: any, time: any): Vector3;
804
+ /**
805
+ * Update a Vector3 with the 1st derivative of the Hermite spline defined by the vectors "value1", "value2", "tangent1", "tangent2".
806
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#91
807
+ * @param value1 defines the first control point
808
+ * @param tangent1 defines the first tangent
809
+ * @param value2 defines the second control point
810
+ * @param tangent2 defines the second tangent
811
+ * @param time define where the derivative must be done
812
+ * @param result define where to store the derivative
813
+ */
814
+ static Hermite1stDerivativeToRef(value1: any, tangent1: any, value2: any, tangent2: any, time: any, result: any): void;
815
+ /**
816
+ * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
817
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#95
818
+ * @param start defines the start value
819
+ * @param end defines the end value
820
+ * @param amount max defines amount between both (between 0 and 1)
821
+ * @returns the new Vector3
822
+ */
823
+ static Lerp(start: any, end: any, amount: any): Vector3;
824
+ /**
825
+ * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
826
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#93
827
+ * @param start defines the start value
828
+ * @param end defines the end value
829
+ * @param amount max defines amount between both (between 0 and 1)
830
+ * @param result defines the Vector3 where to store the result
831
+ */
832
+ static LerpToRef(start: any, end: any, amount: any, result: any): void;
833
+ /**
834
+ * Returns the dot product (float) between the vectors "left" and "right"
835
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#82
836
+ * @param left defines the left operand
837
+ * @param right defines the right operand
838
+ * @returns the dot product
839
+ */
840
+ static Dot(left: any, right: any): number;
841
+ /**
842
+ * Returns a new Vector3 as the cross product of the vectors "left" and "right"
843
+ * The cross product is then orthogonal to both "left" and "right"
844
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#15
845
+ * @param left defines the left operand
846
+ * @param right defines the right operand
847
+ * @returns the cross product
848
+ */
849
+ static Cross(left: any, right: any): Vector3;
850
+ /**
851
+ * Sets the given vector "result" with the cross product of "left" and "right"
852
+ * The cross product is then orthogonal to both "left" and "right"
853
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#78
854
+ * @param left defines the left operand
855
+ * @param right defines the right operand
856
+ * @param result defines the Vector3 where to store the result
857
+ */
858
+ static CrossToRef(left: any, right: any, result: any): void;
859
+ /**
860
+ * Returns a new Vector3 as the normalization of the given vector
861
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#98
862
+ * @param vector defines the Vector3 to normalize
863
+ * @returns the new Vector3
864
+ */
865
+ static Normalize(vector: any): Vector3;
866
+ /**
867
+ * Sets the given vector "result" with the normalization of the given first vector
868
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#98
869
+ * @param vector defines the Vector3 to normalize
870
+ * @param result defines the Vector3 where to store the result
871
+ */
872
+ static NormalizeToRef(vector: any, result: any): void;
873
+ /**
874
+ * Project a Vector3 onto screen space
875
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#101
876
+ * @param vector defines the Vector3 to project
877
+ * @param world defines the world matrix to use
878
+ * @param transform defines the transform (view x projection) matrix to use
879
+ * @param viewport defines the screen viewport to use
880
+ * @returns the new Vector3
881
+ */
882
+ static Project(vector: any, world: any, transform: any, viewport: any): Vector3;
883
+ /**
884
+ * Project a Vector3 onto screen space to reference
885
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#102
886
+ * @param vector defines the Vector3 to project
887
+ * @param world defines the world matrix to use
888
+ * @param transform defines the transform (view x projection) matrix to use
889
+ * @param viewport defines the screen viewport to use
890
+ * @param result the vector in which the screen space will be stored
891
+ * @returns the new Vector3
892
+ */
893
+ static ProjectToRef(vector: any, world: any, transform: any, viewport: any, result: any): any;
894
+ /**
895
+ * @internal
896
+ */
897
+ static _UnprojectFromInvertedMatrixToRef(source: any, matrix: any, result: any): void;
898
+ /**
899
+ * Unproject from screen space to object space
900
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#121
901
+ * @param source defines the screen space Vector3 to use
902
+ * @param viewportWidth defines the current width of the viewport
903
+ * @param viewportHeight defines the current height of the viewport
904
+ * @param world defines the world matrix to use (can be set to Identity to go to world space)
905
+ * @param transform defines the transform (view x projection) matrix to use
906
+ * @returns the new Vector3
907
+ */
908
+ static UnprojectFromTransform(source: any, viewportWidth: any, viewportHeight: any, world: any, transform: any): Vector3;
909
+ /**
910
+ * Unproject from screen space to object space
911
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#117
912
+ * @param source defines the screen space Vector3 to use
913
+ * @param viewportWidth defines the current width of the viewport
914
+ * @param viewportHeight defines the current height of the viewport
915
+ * @param world defines the world matrix to use (can be set to Identity to go to world space)
916
+ * @param view defines the view matrix to use
917
+ * @param projection defines the projection matrix to use
918
+ * @returns the new Vector3
919
+ */
920
+ static Unproject(source: any, viewportWidth: any, viewportHeight: any, world: any, view: any, projection: any): Vector3;
921
+ /**
922
+ * Unproject from screen space to object space
923
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#119
924
+ * @param source defines the screen space Vector3 to use
925
+ * @param viewportWidth defines the current width of the viewport
926
+ * @param viewportHeight defines the current height of the viewport
927
+ * @param world defines the world matrix to use (can be set to Identity to go to world space)
928
+ * @param view defines the view matrix to use
929
+ * @param projection defines the projection matrix to use
930
+ * @param result defines the Vector3 where to store the result
931
+ */
932
+ static UnprojectToRef(source: any, viewportWidth: any, viewportHeight: any, world: any, view: any, projection: any, result: any): void;
933
+ /**
934
+ * Unproject from screen space to object space
935
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#120
936
+ * @param sourceX defines the screen space x coordinate to use
937
+ * @param sourceY defines the screen space y coordinate to use
938
+ * @param sourceZ defines the screen space z coordinate to use
939
+ * @param viewportWidth defines the current width of the viewport
940
+ * @param viewportHeight defines the current height of the viewport
941
+ * @param world defines the world matrix to use (can be set to Identity to go to world space)
942
+ * @param view defines the view matrix to use
943
+ * @param projection defines the projection matrix to use
944
+ * @param result defines the Vector3 where to store the result
945
+ */
946
+ static UnprojectFloatsToRef(sourceX: any, sourceY: any, sourceZ: any, viewportWidth: any, viewportHeight: any, world: any, view: any, projection: any, result: any): void;
947
+ /**
948
+ * Gets the minimal coordinate values between two Vector3
949
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#97
950
+ * @param left defines the first operand
951
+ * @param right defines the second operand
952
+ * @returns the new Vector3
953
+ */
954
+ static Minimize(left: any, right: any): any;
955
+ /**
956
+ * Gets the maximal coordinate values between two Vector3
957
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#96
958
+ * @param left defines the first operand
959
+ * @param right defines the second operand
960
+ * @returns the new Vector3
961
+ */
962
+ static Maximize(left: any, right: any): any;
963
+ /**
964
+ * Returns the distance between the vectors "value1" and "value2"
965
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#81
966
+ * @param value1 defines the first operand
967
+ * @param value2 defines the second operand
968
+ * @returns the distance
969
+ */
970
+ static Distance(value1: any, value2: any): number;
971
+ /**
972
+ * Returns the squared distance between the vectors "value1" and "value2"
973
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#80
974
+ * @param value1 defines the first operand
975
+ * @param value2 defines the second operand
976
+ * @returns the squared distance
977
+ */
978
+ static DistanceSquared(value1: any, value2: any): number;
979
+ /**
980
+ * Projects "vector" on the triangle determined by its extremities "p0", "p1" and "p2", stores the result in "ref"
981
+ * and returns the distance to the projected point.
982
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#104
983
+ * From http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.104.4264&rep=rep1&type=pdf
984
+ *
985
+ * @param vector the vector to get distance from
986
+ * @param p0 extremity of the triangle
987
+ * @param p1 extremity of the triangle
988
+ * @param p2 extremity of the triangle
989
+ * @param ref variable to store the result to
990
+ * @returns The distance between "ref" and "vector"
991
+ */
992
+ static ProjectOnTriangleToRef(vector: any, p0: any, p1: any, p2: any, ref: any): number;
993
+ /**
994
+ * Returns a new Vector3 located at the center between "value1" and "value2"
995
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#72
996
+ * @param value1 defines the first operand
997
+ * @param value2 defines the second operand
998
+ * @returns the new Vector3
999
+ */
1000
+ static Center(value1: any, value2: any): any;
1001
+ /**
1002
+ * Gets the center of the vectors "value1" and "value2" and stores the result in the vector "ref"
1003
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#73
1004
+ * @param value1 defines first vector
1005
+ * @param value2 defines second vector
1006
+ * @param ref defines third vector
1007
+ * @returns ref
1008
+ */
1009
+ static CenterToRef(value1: any, value2: any, ref: any): any;
1010
+ /**
1011
+ * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
1012
+ * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
1013
+ * to something in order to rotate it from its local system to the given target system
1014
+ * Note: axis1, axis2 and axis3 are normalized during this operation
1015
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#106
1016
+ * @param axis1 defines the first axis
1017
+ * @param axis2 defines the second axis
1018
+ * @param axis3 defines the third axis
1019
+ * @returns a new Vector3
1020
+ * @see https://doc.babylonjs.com/divingDeeper/mesh/transforms/center_origin/target_align
1021
+ */
1022
+ static RotationFromAxis(axis1: any, axis2: any, axis3: any): Vector3;
1023
+ /**
1024
+ * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
1025
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#107
1026
+ * @param axis1 defines the first axis
1027
+ * @param axis2 defines the second axis
1028
+ * @param axis3 defines the third axis
1029
+ * @param ref defines the Vector3 where to store the result
1030
+ */
1031
+ static RotationFromAxisToRef(axis1: any, axis2: any, axis3: any, ref: any): void;
1032
+ /**
1033
+ * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
1034
+ * @param x defines the first coordinates (on X axis)
1035
+ * @param y defines the second coordinates (on Y axis)
1036
+ * @param z defines the third coordinates (on Z axis)
1037
+ */
1038
+ constructor(x?: number, y?: number, z?: number);
1039
+ /** @internal */
1040
+ _isDirty: boolean;
1041
+ _x: number;
1042
+ _y: number;
1043
+ _z: number;
1044
+ set x(arg: number);
1045
+ /** Gets or sets the x coordinate */
1046
+ get x(): number;
1047
+ set y(arg: number);
1048
+ /** Gets or sets the y coordinate */
1049
+ get y(): number;
1050
+ set z(arg: number);
1051
+ /** Gets or sets the z coordinate */
1052
+ get z(): number;
1053
+ /**
1054
+ * Creates a string representation of the Vector3
1055
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#67
1056
+ * @returns a string with the Vector3 coordinates.
1057
+ */
1058
+ toString(): string;
1059
+ /**
1060
+ * Gets the class name
1061
+ * @returns the string "Vector3"
1062
+ */
1063
+ getClassName(): string;
1064
+ /**
1065
+ * Creates the Vector3 hash code
1066
+ * @returns a number which tends to be unique between Vector3 instances
1067
+ */
1068
+ getHashCode(): number;
1069
+ /**
1070
+ * Creates an array containing three elements : the coordinates of the Vector3
1071
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#10
1072
+ * @returns a new array of numbers
1073
+ */
1074
+ asArray(): any[];
1075
+ /**
1076
+ * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
1077
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#65
1078
+ * @param array defines the destination array
1079
+ * @param index defines the offset in the destination array
1080
+ * @returns the current Vector3
1081
+ */
1082
+ toArray(array: any, index?: number): Vector3;
1083
+ /**
1084
+ * Update the current vector from an array
1085
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#24
1086
+ * @param array defines the destination array
1087
+ * @param index defines the offset in the destination array
1088
+ * @returns the current Vector3
1089
+ */
1090
+ fromArray(array: any, index?: number): Vector3;
1091
+ /**
1092
+ * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
1093
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#66
1094
+ * @returns a new Quaternion object, computed from the Vector3 coordinates
1095
+ */
1096
+ toQuaternion(): Quaternion;
1097
+ /**
1098
+ * Adds the given vector to the current Vector3
1099
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#4
1100
+ * @param otherVector defines the second operand
1101
+ * @returns the current updated Vector3
1102
+ */
1103
+ addInPlace(otherVector: any): Vector3;
1104
+ /**
1105
+ * Adds the given coordinates to the current Vector3
1106
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#5
1107
+ * @param x defines the x coordinate of the operand
1108
+ * @param y defines the y coordinate of the operand
1109
+ * @param z defines the z coordinate of the operand
1110
+ * @returns the current updated Vector3
1111
+ */
1112
+ addInPlaceFromFloats(x: any, y: any, z: any): Vector3;
1113
+ /**
1114
+ * Gets a new Vector3, result of the addition the current Vector3 and the given vector
1115
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#3
1116
+ * @param otherVector defines the second operand
1117
+ * @returns the resulting Vector3
1118
+ */
1119
+ add(otherVector: any): Vector3;
1120
+ /**
1121
+ * Adds the current Vector3 to the given one and stores the result in the vector "result"
1122
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#6
1123
+ * @param otherVector defines the second operand
1124
+ * @param result defines the Vector3 object where to store the result
1125
+ * @returns the result
1126
+ */
1127
+ addToRef(otherVector: any, result: any): any;
1128
+ /**
1129
+ * Subtract the given vector from the current Vector3
1130
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#61
1131
+ * @param otherVector defines the second operand
1132
+ * @returns the current updated Vector3
1133
+ */
1134
+ subtractInPlace(otherVector: any): Vector3;
1135
+ /**
1136
+ * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
1137
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#60
1138
+ * @param otherVector defines the second operand
1139
+ * @returns the resulting Vector3
1140
+ */
1141
+ subtract(otherVector: any): Vector3;
1142
+ /**
1143
+ * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
1144
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#63
1145
+ * @param otherVector defines the second operand
1146
+ * @param result defines the Vector3 object where to store the result
1147
+ * @returns the result
1148
+ */
1149
+ subtractToRef(otherVector: any, result: any): any;
1150
+ /**
1151
+ * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
1152
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#62
1153
+ * @param x defines the x coordinate of the operand
1154
+ * @param y defines the y coordinate of the operand
1155
+ * @param z defines the z coordinate of the operand
1156
+ * @returns the resulting Vector3
1157
+ */
1158
+ subtractFromFloats(x: any, y: any, z: any): Vector3;
1159
+ /**
1160
+ * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
1161
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#64
1162
+ * @param x defines the x coordinate of the operand
1163
+ * @param y defines the y coordinate of the operand
1164
+ * @param z defines the z coordinate of the operand
1165
+ * @param result defines the Vector3 object where to store the result
1166
+ * @returns the result
1167
+ */
1168
+ subtractFromFloatsToRef(x: any, y: any, z: any, result: any): any;
1169
+ /**
1170
+ * Gets a new Vector3 set with the current Vector3 negated coordinates
1171
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#35
1172
+ * @returns a new Vector3
1173
+ */
1174
+ negate(): Vector3;
1175
+ /**
1176
+ * Negate this vector in place
1177
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#36
1178
+ * @returns this
1179
+ */
1180
+ negateInPlace(): Vector3;
1181
+ /**
1182
+ * Negate the current Vector3 and stores the result in the given vector "result" coordinates
1183
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#37
1184
+ * @param result defines the Vector3 object where to store the result
1185
+ * @returns the result
1186
+ */
1187
+ negateToRef(result: any): any;
1188
+ /**
1189
+ * Multiplies the Vector3 coordinates by the float "scale"
1190
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#56
1191
+ * @param scale defines the multiplier factor
1192
+ * @returns the current updated Vector3
1193
+ */
1194
+ scaleInPlace(scale: any): Vector3;
1195
+ /**
1196
+ * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
1197
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#53
1198
+ * @param scale defines the multiplier factor
1199
+ * @returns a new Vector3
1200
+ */
1201
+ scale(scale: any): Vector3;
1202
+ /**
1203
+ * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
1204
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#57
1205
+ * @param scale defines the multiplier factor
1206
+ * @param result defines the Vector3 object where to store the result
1207
+ * @returns the result
1208
+ */
1209
+ scaleToRef(scale: any, result: any): any;
1210
+ /**
1211
+ * Creates a vector normal (perpendicular) to the current Vector3 and stores the result in the given vector
1212
+ * @param result defines the Vector3 object where to store the resultant normal
1213
+ * returns the result
1214
+ * @hidden
1215
+ */
1216
+ _getNormalToRef(result: any): any;
1217
+ /**
1218
+ * Rotates the vector using the given unit quaternion and stores the new vector in result
1219
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#9
1220
+ * @param q the unit quaternion representing the rotation
1221
+ * @param result the output vector
1222
+ * @returns the result
1223
+ */
1224
+ applyRotationQuaternionToRef(q: any, result: any): any;
1225
+ /**
1226
+ * Rotates the vector in place using the given unit quaternion
1227
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#8
1228
+ * @param q the unit quaternion representing the rotation
1229
+ * @returns the current updated Vector3
1230
+ */
1231
+ applyRotationQuaternionInPlace(q: any): any;
1232
+ /**
1233
+ * Rotates the vector using the given unit quaternion and returns the new vector
1234
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#7
1235
+ * @param q the unit quaternion representing the rotation
1236
+ * @returns a new Vector3
1237
+ */
1238
+ applyRotationQuaternion(q: any): any;
1239
+ /**
1240
+ * Scale the current Vector3 values by a factor and add the result to a given Vector3
1241
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#55
1242
+ * @param scale defines the scale factor
1243
+ * @param result defines the Vector3 object where to store the result
1244
+ * @returns the unmodified current Vector3
1245
+ */
1246
+ scaleAndAddToRef(scale: any, result: any): any;
1247
+ /**
1248
+ * Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3.
1249
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#48
1250
+ * @param plane defines the plane to project to
1251
+ * @param origin defines the origin of the projection ray
1252
+ * @returns the projected vector3
1253
+ */
1254
+ projectOnPlane(plane: any, origin: any): Vector3;
1255
+ /**
1256
+ * Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3.
1257
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#49
1258
+ * @param plane defines the plane to project to
1259
+ * @param origin defines the origin of the projection ray
1260
+ * @param result defines the Vector3 where to store the result
1261
+ */
1262
+ projectOnPlaneToRef(plane: any, origin: any, result: any): void;
1263
+ /**
1264
+ * Returns true if the current Vector3 and the given vector coordinates are strictly equal
1265
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#19
1266
+ * @param otherVector defines the second operand
1267
+ * @returns true if both vectors are equals
1268
+ */
1269
+ equals(otherVector: any): any;
1270
+ /**
1271
+ * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
1272
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#21
1273
+ * @param otherVector defines the second operand
1274
+ * @param epsilon defines the minimal distance to define values as equals
1275
+ * @returns true if both vectors are distant less than epsilon
1276
+ */
1277
+ equalsWithEpsilon(otherVector: any, epsilon?: number): any;
1278
+ /**
1279
+ * Returns true if the current Vector3 coordinates equals the given floats
1280
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#20
1281
+ * @param x defines the x coordinate of the operand
1282
+ * @param y defines the y coordinate of the operand
1283
+ * @param z defines the z coordinate of the operand
1284
+ * @returns true if both vectors are equal
1285
+ */
1286
+ equalsToFloats(x: any, y: any, z: any): boolean;
1287
+ /**
1288
+ * Multiplies the current Vector3 coordinates by the given ones
1289
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#32
1290
+ * @param otherVector defines the second operand
1291
+ * @returns the current updated Vector3
1292
+ */
1293
+ multiplyInPlace(otherVector: any): Vector3;
1294
+ /**
1295
+ * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
1296
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#31
1297
+ * @param otherVector defines the second operand
1298
+ * @returns the new Vector3
1299
+ */
1300
+ multiply(otherVector: any): Vector3;
1301
+ /**
1302
+ * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
1303
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#33
1304
+ * @param otherVector defines the second operand
1305
+ * @param result defines the Vector3 object where to store the result
1306
+ * @returns the result
1307
+ */
1308
+ multiplyToRef(otherVector: any, result: any): any;
1309
+ /**
1310
+ * Returns a new Vector3 set with the result of the multiplication of the current Vector3 coordinates by the given floats
1311
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#34
1312
+ * @param x defines the x coordinate of the operand
1313
+ * @param y defines the y coordinate of the operand
1314
+ * @param z defines the z coordinate of the operand
1315
+ * @returns the new Vector3
1316
+ */
1317
+ multiplyByFloats(x: any, y: any, z: any): Vector3;
1318
+ /**
1319
+ * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
1320
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#16
1321
+ * @param otherVector defines the second operand
1322
+ * @returns the new Vector3
1323
+ */
1324
+ divide(otherVector: any): Vector3;
1325
+ /**
1326
+ * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
1327
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#18
1328
+ * @param otherVector defines the second operand
1329
+ * @param result defines the Vector3 object where to store the result
1330
+ * @returns the result
1331
+ */
1332
+ divideToRef(otherVector: any, result: any): any;
1333
+ /**
1334
+ * Divides the current Vector3 coordinates by the given ones.
1335
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#17
1336
+ * @param otherVector defines the second operand
1337
+ * @returns the current updated Vector3
1338
+ */
1339
+ divideInPlace(otherVector: any): any;
1340
+ /**
1341
+ * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
1342
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#29
1343
+ * @param other defines the second operand
1344
+ * @returns the current updated Vector3
1345
+ */
1346
+ minimizeInPlace(other: any): Vector3;
1347
+ /**
1348
+ * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
1349
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#27
1350
+ * @param other defines the second operand
1351
+ * @returns the current updated Vector3
1352
+ */
1353
+ maximizeInPlace(other: any): Vector3;
1354
+ /**
1355
+ * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
1356
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#30
1357
+ * @param x defines the x coordinate of the operand
1358
+ * @param y defines the y coordinate of the operand
1359
+ * @param z defines the z coordinate of the operand
1360
+ * @returns the current updated Vector3
1361
+ */
1362
+ minimizeInPlaceFromFloats(x: any, y: any, z: any): Vector3;
1363
+ /**
1364
+ * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
1365
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#28
1366
+ * @param x defines the x coordinate of the operand
1367
+ * @param y defines the y coordinate of the operand
1368
+ * @param z defines the z coordinate of the operand
1369
+ * @returns the current updated Vector3
1370
+ */
1371
+ maximizeInPlaceFromFloats(x: any, y: any, z: any): Vector3;
1372
+ /**
1373
+ * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
1374
+ * Check if is non uniform within a certain amount of decimal places to account for this
1375
+ * @param epsilon the amount the values can differ
1376
+ * @returns if the the vector is non uniform to a certain number of decimal places
1377
+ */
1378
+ isNonUniformWithinEpsilon(epsilon: any): boolean;
1379
+ /**
1380
+ * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
1381
+ */
1382
+ get isNonUniform(): boolean;
1383
+ /**
1384
+ * Gets a new Vector3 from current Vector3 floored values
1385
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#22
1386
+ * @returns a new Vector3
1387
+ */
1388
+ floor(): Vector3;
1389
+ /**
1390
+ * Gets a new Vector3 from current Vector3 fractional values
1391
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#23
1392
+ * @returns a new Vector3
1393
+ */
1394
+ fract(): Vector3;
1395
+ /**
1396
+ * Gets the length of the Vector3
1397
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#25
1398
+ * @returns the length of the Vector3
1399
+ */
1400
+ length(): number;
1401
+ /**
1402
+ * Gets the squared length of the Vector3
1403
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#26
1404
+ * @returns squared length of the Vector3
1405
+ */
1406
+ lengthSquared(): number;
1407
+ /**
1408
+ * Gets a boolean indicating if the vector contains a zero in one of its components
1409
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#1
1410
+ */
1411
+ get hasAZeroComponent(): boolean;
1412
+ /**
1413
+ * Normalize the current Vector3.
1414
+ * Please note that this is an in place operation.
1415
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#122
1416
+ * @returns the current updated Vector3
1417
+ */
1418
+ normalize(): Vector3;
1419
+ /**
1420
+ * Reorders the x y z properties of the vector in place
1421
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#44
1422
+ * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
1423
+ * @returns the current updated vector
1424
+ */
1425
+ reorderInPlace(order: any): Vector3;
1426
+ /**
1427
+ * Rotates the vector around 0,0,0 by a quaternion
1428
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#47
1429
+ * @param quaternion the rotation quaternion
1430
+ * @param result vector to store the result
1431
+ * @returns the resulting vector
1432
+ */
1433
+ rotateByQuaternionToRef(quaternion: any, result: any): any;
1434
+ /**
1435
+ * Rotates a vector around a given point
1436
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#46
1437
+ * @param quaternion the rotation quaternion
1438
+ * @param point the point to rotate around
1439
+ * @param result vector to store the result
1440
+ * @returns the resulting vector
1441
+ */
1442
+ rotateByQuaternionAroundPointToRef(quaternion: any, point: any, result: any): any;
1443
+ /**
1444
+ * Returns a new Vector3 as the cross product of the current vector and the "other" one
1445
+ * The cross product is then orthogonal to both current and "other"
1446
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#14
1447
+ * @param other defines the right operand
1448
+ * @returns the cross product
1449
+ */
1450
+ cross(other: any): Vector3;
1451
+ /**
1452
+ * Normalize the current Vector3 with the given input length.
1453
+ * Please note that this is an in place operation.
1454
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#123
1455
+ * @param len the length of the vector
1456
+ * @returns the current updated Vector3
1457
+ */
1458
+ normalizeFromLength(len: any): Vector3;
1459
+ /**
1460
+ * Normalize the current Vector3 to a new vector
1461
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#124
1462
+ * @returns the new Vector3
1463
+ */
1464
+ normalizeToNew(): Vector3;
1465
+ /**
1466
+ * Normalize the current Vector3 to the reference
1467
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#125
1468
+ * @param reference define the Vector3 to update
1469
+ * @returns the updated Vector3
1470
+ */
1471
+ normalizeToRef(reference: any): any;
1472
+ /**
1473
+ * Creates a new Vector3 copied from the current Vector3
1474
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#11
1475
+ * @returns the new Vector3
1476
+ */
1477
+ clone(): Vector3;
1478
+ /**
1479
+ * Copies the given vector coordinates to the current Vector3 ones
1480
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#12
1481
+ * @param source defines the source Vector3
1482
+ * @returns the current updated Vector3
1483
+ */
1484
+ copyFrom(source: any): Vector3;
1485
+ /**
1486
+ * Copies the given floats to the current Vector3 coordinates
1487
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#13
1488
+ * @param x defines the x coordinate of the operand
1489
+ * @param y defines the y coordinate of the operand
1490
+ * @param z defines the z coordinate of the operand
1491
+ * @returns the current updated Vector3
1492
+ */
1493
+ copyFromFloats(x: any, y: any, z: any): Vector3;
1494
+ /**
1495
+ * Copies the given floats to the current Vector3 coordinates
1496
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#58
1497
+ * @param x defines the x coordinate of the operand
1498
+ * @param y defines the y coordinate of the operand
1499
+ * @param z defines the z coordinate of the operand
1500
+ * @returns the current updated Vector3
1501
+ */
1502
+ set(x: any, y: any, z: any): Vector3;
1503
+ /**
1504
+ * Copies the given float to the current Vector3 coordinates
1505
+ * Example Playground https://playground.babylonjs.com/#R1F8YU#59
1506
+ * @param v defines the x, y and z coordinates of the operand
1507
+ * @returns the current updated Vector3
1508
+ */
1509
+ setAll(v: any): Vector3;
1510
+ }
1511
+ export namespace Vector3 {
1512
+ export const _UpReadOnly: Vector3;
1513
+ export const _DownReadOnly: Vector3;
1514
+ export const _LeftHandedForwardReadOnly: Vector3;
1515
+ export const _RightHandedForwardReadOnly: Vector3;
1516
+ export const _RightReadOnly: Vector3;
1517
+ export const _LeftReadOnly: Vector3;
1518
+ const _ZeroReadOnly_1: Vector3;
1519
+ export { _ZeroReadOnly_1 as _ZeroReadOnly };
1520
+ }
1521
+ /**
1522
+ * Vector4 class created for EulerAngle class conversion to Quaternion
1523
+ */
1524
+ export class Vector4 {
1525
+ /**
1526
+ * Returns a new Vector4 set from the starting index of the given array.
1527
+ * @param array the array to pull values from
1528
+ * @param offset the offset into the array to start at
1529
+ * @returns the new vector
1530
+ */
1531
+ static FromArray(array: any, offset: any): Vector4;
1532
+ /**
1533
+ * Updates the given vector "result" from the starting index of the given array.
1534
+ * @param array the array to pull values from
1535
+ * @param offset the offset into the array to start at
1536
+ * @param result the vector to store the result in
1537
+ */
1538
+ static FromArrayToRef(array: any, offset: any, result: any): void;
1539
+ /**
1540
+ * Updates the given vector "result" from the starting index of the given Float32Array.
1541
+ * @param array the array to pull values from
1542
+ * @param offset the offset into the array to start at
1543
+ * @param result the vector to store the result in
1544
+ */
1545
+ static FromFloatArrayToRef(array: any, offset: any, result: any): void;
1546
+ /**
1547
+ * Updates the given vector "result" coordinates from the given floats.
1548
+ * @param x float to set from
1549
+ * @param y float to set from
1550
+ * @param z float to set from
1551
+ * @param w float to set from
1552
+ * @param result the vector to the floats in
1553
+ */
1554
+ static FromFloatsToRef(x: any, y: any, z: any, w: any, result: any): void;
1555
+ /**
1556
+ * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
1557
+ * @returns the new vector
1558
+ */
1559
+ static Zero(): Vector4;
1560
+ /**
1561
+ * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
1562
+ * @returns the new vector
1563
+ */
1564
+ static One(): Vector4;
1565
+ /**
1566
+ * Gets a zero Vector4 that must not be updated
1567
+ */
1568
+ static get ZeroReadOnly(): Vector4;
1569
+ /**
1570
+ * Returns a new normalized Vector4 from the given one.
1571
+ * @param vector the vector to normalize
1572
+ * @returns the vector
1573
+ */
1574
+ static Normalize(vector: any): Vector4;
1575
+ /**
1576
+ * Updates the given vector "result" from the normalization of the given one.
1577
+ * @param vector the vector to normalize
1578
+ * @param result the vector to store the result in
1579
+ */
1580
+ static NormalizeToRef(vector: any, result: any): void;
1581
+ /**
1582
+ * Returns a vector with the minimum values from the left and right vectors
1583
+ * @param left left vector to minimize
1584
+ * @param right right vector to minimize
1585
+ * @returns a new vector with the minimum of the left and right vector values
1586
+ */
1587
+ static Minimize(left: any, right: any): any;
1588
+ /**
1589
+ * Returns a vector with the maximum values from the left and right vectors
1590
+ * @param left left vector to maximize
1591
+ * @param right right vector to maximize
1592
+ * @returns a new vector with the maximum of the left and right vector values
1593
+ */
1594
+ static Maximize(left: any, right: any): any;
1595
+ /**
1596
+ * Returns the distance (float) between the vectors "value1" and "value2".
1597
+ * @param value1 value to calulate the distance between
1598
+ * @param value2 value to calulate the distance between
1599
+ * @returns the distance between the two vectors
1600
+ */
1601
+ static Distance(value1: any, value2: any): number;
1602
+ /**
1603
+ * Returns the squared distance (float) between the vectors "value1" and "value2".
1604
+ * @param value1 value to calulate the distance between
1605
+ * @param value2 value to calulate the distance between
1606
+ * @returns the distance between the two vectors squared
1607
+ */
1608
+ static DistanceSquared(value1: any, value2: any): number;
1609
+ /**
1610
+ * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
1611
+ * @param value1 value to calulate the center between
1612
+ * @param value2 value to calulate the center between
1613
+ * @returns the center between the two vectors
1614
+ */
1615
+ static Center(value1: any, value2: any): any;
1616
+ /**
1617
+ * Gets the center of the vectors "value1" and "value2" and stores the result in the vector "ref"
1618
+ * @param value1 defines first vector
1619
+ * @param value2 defines second vector
1620
+ * @param ref defines third vector
1621
+ * @returns ref
1622
+ */
1623
+ static CenterToRef(value1: any, value2: any, ref: any): any;
1624
+ /**
1625
+ * Returns a new Vector4 set with the result of the transformation by the given matrix of the given vector.
1626
+ * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
1627
+ * The difference with Vector3.TransformCoordinates is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead
1628
+ * @param vector defines the Vector3 to transform
1629
+ * @param transformation defines the transformation matrix
1630
+ * @returns the transformed Vector4
1631
+ */
1632
+ static TransformCoordinates(vector: any, transformation: any): Vector4;
1633
+ /**
1634
+ * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
1635
+ * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
1636
+ * The difference with Vector3.TransformCoordinatesToRef is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead
1637
+ * @param vector defines the Vector3 to transform
1638
+ * @param transformation defines the transformation matrix
1639
+ * @param result defines the Vector4 where to store the result
1640
+ */
1641
+ static TransformCoordinatesToRef(vector: any, transformation: any, result: any): void;
1642
+ /**
1643
+ * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
1644
+ * This method computes tranformed coordinates only, not transformed direction vectors
1645
+ * The difference with Vector3.TransformCoordinatesFromFloatsToRef is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead
1646
+ * @param x define the x coordinate of the source vector
1647
+ * @param y define the y coordinate of the source vector
1648
+ * @param z define the z coordinate of the source vector
1649
+ * @param transformation defines the transformation matrix
1650
+ * @param result defines the Vector4 where to store the result
1651
+ */
1652
+ static TransformCoordinatesFromFloatsToRef(x: any, y: any, z: any, transformation: any, result: any): void;
1653
+ /**
1654
+ * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
1655
+ * This methods computes transformed normalized direction vectors only.
1656
+ * @param vector the vector to transform
1657
+ * @param transformation the transformation matrix to apply
1658
+ * @returns the new vector
1659
+ */
1660
+ static TransformNormal(vector: any, transformation: any): Vector4;
1661
+ /**
1662
+ * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
1663
+ * This methods computes transformed normalized direction vectors only.
1664
+ * @param vector the vector to transform
1665
+ * @param transformation the transformation matrix to apply
1666
+ * @param result the vector to store the result in
1667
+ */
1668
+ static TransformNormalToRef(vector: any, transformation: any, result: any): void;
1669
+ /**
1670
+ * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
1671
+ * This methods computes transformed normalized direction vectors only.
1672
+ * @param x value to transform
1673
+ * @param y value to transform
1674
+ * @param z value to transform
1675
+ * @param w value to transform
1676
+ * @param transformation the transformation matrix to apply
1677
+ * @param result the vector to store the results in
1678
+ */
1679
+ static TransformNormalFromFloatsToRef(x: any, y: any, z: any, w: any, transformation: any, result: any): void;
1680
+ /**
1681
+ * Creates a new Vector4 from a Vector3
1682
+ * @param source defines the source data
1683
+ * @param w defines the 4th component (default is 0)
1684
+ * @returns a new Vector4
1685
+ */
1686
+ static FromVector3(source: any, w?: number): Vector4;
1687
+ /**
1688
+ * Creates a Vector4 object from the given floats.
1689
+ * @param x x value of the vector
1690
+ * @param y y value of the vector
1691
+ * @param z z value of the vector
1692
+ * @param w w value of the vector
1693
+ */
1694
+ constructor(x: any, y: any, z: any, w: any);
1695
+ x: any;
1696
+ y: any;
1697
+ z: any;
1698
+ w: any;
1699
+ /**
1700
+ * Returns the string with the Vector4 coordinates.
1701
+ * @returns a string containing all the vector values
1702
+ */
1703
+ toString(): string;
1704
+ /**
1705
+ * Returns the string "Vector4".
1706
+ * @returns "Vector4"
1707
+ */
1708
+ getClassName(): string;
1709
+ /**
1710
+ * Returns the Vector4 hash code.
1711
+ * @returns a unique hash code
1712
+ */
1713
+ getHashCode(): number;
1714
+ /**
1715
+ * Returns a new array populated with 4 elements : the Vector4 coordinates.
1716
+ * @returns the resulting array
1717
+ */
1718
+ asArray(): any[];
1719
+ /**
1720
+ * Populates the given array from the given index with the Vector4 coordinates.
1721
+ * @param array array to populate
1722
+ * @param index index of the array to start at (default: 0)
1723
+ * @returns the Vector4.
1724
+ */
1725
+ toArray(array: any, index: any): Vector4;
1726
+ /**
1727
+ * Update the current vector from an array
1728
+ * @param array defines the destination array
1729
+ * @param index defines the offset in the destination array
1730
+ * @returns the current Vector3
1731
+ */
1732
+ fromArray(array: any, index?: number): Vector4;
1733
+ /**
1734
+ * Adds the given vector to the current Vector4.
1735
+ * @param otherVector the vector to add
1736
+ * @returns the updated Vector4.
1737
+ */
1738
+ addInPlace(otherVector: any): Vector4;
1739
+ /**
1740
+ * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
1741
+ * @param otherVector the vector to add
1742
+ * @returns the resulting vector
1743
+ */
1744
+ add(otherVector: any): Vector4;
1745
+ /**
1746
+ * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
1747
+ * @param otherVector the vector to add
1748
+ * @param result the vector to store the result
1749
+ * @returns the current Vector4.
1750
+ */
1751
+ addToRef(otherVector: any, result: any): Vector4;
1752
+ /**
1753
+ * Subtract in place the given vector from the current Vector4.
1754
+ * @param otherVector the vector to subtract
1755
+ * @returns the updated Vector4.
1756
+ */
1757
+ subtractInPlace(otherVector: any): Vector4;
1758
+ /**
1759
+ * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
1760
+ * @param otherVector the vector to add
1761
+ * @returns the new vector with the result
1762
+ */
1763
+ subtract(otherVector: any): Vector4;
1764
+ /**
1765
+ * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
1766
+ * @param otherVector the vector to subtract
1767
+ * @param result the vector to store the result
1768
+ * @returns the current Vector4.
1769
+ */
1770
+ subtractToRef(otherVector: any, result: any): Vector4;
1771
+ /**
1772
+ * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
1773
+ */
1774
+ /**
1775
+ * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
1776
+ * @param x value to subtract
1777
+ * @param y value to subtract
1778
+ * @param z value to subtract
1779
+ * @param w value to subtract
1780
+ * @returns new vector containing the result
1781
+ */
1782
+ subtractFromFloats(x: any, y: any, z: any, w: any): Vector4;
1783
+ /**
1784
+ * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
1785
+ * @param x value to subtract
1786
+ * @param y value to subtract
1787
+ * @param z value to subtract
1788
+ * @param w value to subtract
1789
+ * @param result the vector to store the result in
1790
+ * @returns the current Vector4.
1791
+ */
1792
+ subtractFromFloatsToRef(x: any, y: any, z: any, w: any, result: any): Vector4;
1793
+ /**
1794
+ * Returns a new Vector4 set with the current Vector4 negated coordinates.
1795
+ * @returns a new vector with the negated values
1796
+ */
1797
+ negate(): Vector4;
1798
+ /**
1799
+ * Negate this vector in place
1800
+ * @returns this
1801
+ */
1802
+ negateInPlace(): Vector4;
1803
+ /**
1804
+ * Negate the current Vector4 and stores the result in the given vector "result" coordinates
1805
+ * @param result defines the Vector3 object where to store the result
1806
+ * @returns the result
1807
+ */
1808
+ negateToRef(result: any): any;
1809
+ /**
1810
+ * Multiplies the current Vector4 coordinates by scale (float).
1811
+ * @param scale the number to scale with
1812
+ * @returns the updated Vector4.
1813
+ */
1814
+ scaleInPlace(scale: any): Vector4;
1815
+ /**
1816
+ * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
1817
+ * @param scale the number to scale with
1818
+ * @returns a new vector with the result
1819
+ */
1820
+ scale(scale: any): Vector4;
1821
+ /**
1822
+ * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
1823
+ * @param scale the number to scale with
1824
+ * @param result a vector to store the result in
1825
+ * @returns the current Vector4.
1826
+ */
1827
+ scaleToRef(scale: any, result: any): Vector4;
1828
+ /**
1829
+ * Scale the current Vector4 values by a factor and add the result to a given Vector4
1830
+ * @param scale defines the scale factor
1831
+ * @param result defines the Vector4 object where to store the result
1832
+ * @returns the unmodified current Vector4
1833
+ */
1834
+ scaleAndAddToRef(scale: any, result: any): Vector4;
1835
+ /**
1836
+ * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
1837
+ * @param otherVector the vector to compare against
1838
+ * @returns true if they are equal
1839
+ */
1840
+ equals(otherVector: any): any;
1841
+ /**
1842
+ * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
1843
+ * @param otherVector vector to compare against
1844
+ * @param epsilon (Default: very small number)
1845
+ * @returns true if they are equal
1846
+ */
1847
+ equalsWithEpsilon(otherVector: any, epsilon?: number): any;
1848
+ /**
1849
+ * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
1850
+ * @param x x value to compare against
1851
+ * @param y y value to compare against
1852
+ * @param z z value to compare against
1853
+ * @param w w value to compare against
1854
+ * @returns true if equal
1855
+ */
1856
+ equalsToFloats(x: any, y: any, z: any, w: any): boolean;
1857
+ /**
1858
+ * Multiplies in place the current Vector4 by the given one.
1859
+ * @param otherVector vector to multiple with
1860
+ * @returns the updated Vector4.
1861
+ */
1862
+ multiplyInPlace(otherVector: any): Vector4;
1863
+ /**
1864
+ * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
1865
+ * @param otherVector vector to multiple with
1866
+ * @returns resulting new vector
1867
+ */
1868
+ multiply(otherVector: any): Vector4;
1869
+ /**
1870
+ * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
1871
+ * @param otherVector vector to multiple with
1872
+ * @param result vector to store the result
1873
+ * @returns the current Vector4.
1874
+ */
1875
+ multiplyToRef(otherVector: any, result: any): Vector4;
1876
+ /**
1877
+ * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
1878
+ * @param x x value multiply with
1879
+ * @param y y value multiply with
1880
+ * @param z z value multiply with
1881
+ * @param w w value multiply with
1882
+ * @returns resulting new vector
1883
+ */
1884
+ multiplyByFloats(x: any, y: any, z: any, w: any): Vector4;
1885
+ /**
1886
+ * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
1887
+ * @param otherVector vector to devide with
1888
+ * @returns resulting new vector
1889
+ */
1890
+ divide(otherVector: any): Vector4;
1891
+ /**
1892
+ * Updates the given vector "result" with the division result of the current Vector4 by the given one.
1893
+ * @param otherVector vector to devide with
1894
+ * @param result vector to store the result
1895
+ * @returns the current Vector4.
1896
+ */
1897
+ divideToRef(otherVector: any, result: any): Vector4;
1898
+ /**
1899
+ * Divides the current Vector3 coordinates by the given ones.
1900
+ * @param otherVector vector to devide with
1901
+ * @returns the updated Vector3.
1902
+ */
1903
+ divideInPlace(otherVector: any): Vector4;
1904
+ /**
1905
+ * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
1906
+ * @param other defines the second operand
1907
+ * @returns the current updated Vector4
1908
+ */
1909
+ minimizeInPlace(other: any): Vector4;
1910
+ /**
1911
+ * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
1912
+ * @param other defines the second operand
1913
+ * @returns the current updated Vector4
1914
+ */
1915
+ maximizeInPlace(other: any): Vector4;
1916
+ /**
1917
+ * Gets a new Vector4 from current Vector4 floored values
1918
+ * @returns a new Vector4
1919
+ */
1920
+ floor(): Vector4;
1921
+ /**
1922
+ * Gets a new Vector4 from current Vector4 fractional values
1923
+ * @returns a new Vector4
1924
+ */
1925
+ fract(): Vector4;
1926
+ /**
1927
+ * Returns the Vector4 length (float).
1928
+ * @returns the length
1929
+ */
1930
+ length(): number;
1931
+ /**
1932
+ * Returns the Vector4 squared length (float).
1933
+ * @returns the length squared
1934
+ */
1935
+ lengthSquared(): number;
1936
+ /**
1937
+ * Normalizes in place the Vector4.
1938
+ * @returns the updated Vector4.
1939
+ */
1940
+ normalize(): Vector4;
1941
+ /**
1942
+ * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
1943
+ * @returns this converted to a new vector3
1944
+ */
1945
+ toVector3(): Vector3;
1946
+ /**
1947
+ * Returns a new Vector4 copied from the current one.
1948
+ * @returns the new cloned vector
1949
+ */
1950
+ clone(): Vector4;
1951
+ /**
1952
+ * Updates the current Vector4 with the given one coordinates.
1953
+ * @param source the source vector to copy from
1954
+ * @returns the updated Vector4.
1955
+ */
1956
+ copyFrom(source: any): Vector4;
1957
+ /**
1958
+ * Updates the current Vector4 coordinates with the given floats.
1959
+ * @param x float to copy from
1960
+ * @param y float to copy from
1961
+ * @param z float to copy from
1962
+ * @param w float to copy from
1963
+ * @returns the updated Vector4.
1964
+ */
1965
+ copyFromFloats(x: any, y: any, z: any, w: any): Vector4;
1966
+ /**
1967
+ * Updates the current Vector4 coordinates with the given floats.
1968
+ * @param x float to set from
1969
+ * @param y float to set from
1970
+ * @param z float to set from
1971
+ * @param w float to set from
1972
+ * @returns the updated Vector4.
1973
+ */
1974
+ set(x: any, y: any, z: any, w: any): Vector4;
1975
+ /**
1976
+ * Copies the given float to the current Vector3 coordinates
1977
+ * @param v defines the x, y, z and w coordinates of the operand
1978
+ * @returns the current updated Vector3
1979
+ */
1980
+ setAll(v: any): Vector4;
1981
+ }
1982
+ export namespace Vector4 {
1983
+ const _ZeroReadOnly_2: Vector4;
1984
+ export { _ZeroReadOnly_2 as _ZeroReadOnly };
1985
+ }
1986
+ /**
1987
+ * Class used to store quaternion data
1988
+ * @see https://en.wikipedia.org/wiki/Quaternion
1989
+ * @see https://doc.babylonjs.com/features/position,_rotation,_scaling
1990
+ */
1991
+ export class Quaternion {
1992
+ /**
1993
+ * Creates a new quaternion from a rotation matrix
1994
+ * @param matrix defines the source matrix
1995
+ * @returns a new quaternion created from the given rotation matrix values
1996
+ */
1997
+ static FromRotationMatrix(matrix: any): Quaternion;
1998
+ /**
1999
+ * Updates the given quaternion with the given rotation matrix values
2000
+ * @param matrix defines the source matrix
2001
+ * @param result defines the target quaternion
2002
+ */
2003
+ static FromRotationMatrixToRef(matrix: any, result: any): void;
2004
+ /**
2005
+ * Creates the rotation quaternion needed to rotate from one Vector3 onto another Vector3
2006
+ * Example PG https://playground.babylonjs.com/#L49EJ7#2
2007
+ * @param fromVector the starting vector
2008
+ * @param toVector the ending vector
2009
+ * @returns the rotation quaternion needed
2010
+ */
2011
+ static RotationQuaternionFromOnto(fromVector: any, toVector: any): any;
2012
+ /**
2013
+ * Creates the rotation quaternion needed to rotate from one Vector3 onto another Vector3 and stores in a result Quaternion
2014
+ * Example PG https://playground.babylonjs.com/#L49EJ7#3
2015
+ * @param fromVector the starting vector
2016
+ * @param toVector the ending vector
2017
+ * @param result the rotation quaternion needed
2018
+ * @returns the result
2019
+ */
2020
+ static RotationQuaternionFromOntoToRef(fromVector: any, toVector: any, result: any): any;
2021
+ /**
2022
+ * Returns the dot product (float) between the quaternions "left" and "right"
2023
+ * @param left defines the left operand
2024
+ * @param right defines the right operand
2025
+ * @returns the dot product
2026
+ */
2027
+ static Dot(left: any, right: any): number;
2028
+ /**
2029
+ * Checks if the orientations of two rotation quaternions are close to each other
2030
+ * @param quat0 defines the first quaternion to check
2031
+ * @param quat1 defines the second quaternion to check
2032
+ * @param epsilon defines closeness, 0 same orientation, 1 PI apart, default 0.1
2033
+ * @returns true if the two quaternions are close to each other within epsilon
2034
+ */
2035
+ static AreClose(quat0: any, quat1: any, epsilon?: number): boolean;
2036
+ /**
2037
+ * Smooth interpolation between two quaternions using Slerp
2038
+ *
2039
+ * @param source source quaternion
2040
+ * @param goal goal quaternion
2041
+ * @param deltaTime current interpolation frame
2042
+ * @param lerpTime total interpolation time
2043
+ * @param result the smoothed quaternion
2044
+ */
2045
+ static SmoothToRef(source: any, goal: any, deltaTime: any, lerpTime: any, result: any): void;
2046
+ /**
2047
+ * Creates an empty quaternion
2048
+ * @returns a new quaternion set to (0.0, 0.0, 0.0)
2049
+ */
2050
+ static Zero(): Quaternion;
2051
+ /**
2052
+ * Inverse a given quaternion
2053
+ * @param q defines the source quaternion
2054
+ * @returns a new quaternion as the inverted current quaternion
2055
+ */
2056
+ static Inverse(q: any): Quaternion;
2057
+ /**
2058
+ * Inverse a given quaternion
2059
+ * @param q defines the source quaternion
2060
+ * @param result the quaternion the result will be stored in
2061
+ * @returns the result quaternion
2062
+ */
2063
+ static InverseToRef(q: any, result: any): any;
2064
+ /**
2065
+ * Creates an identity quaternion
2066
+ * @returns the identity quaternion
2067
+ */
2068
+ static Identity(): Quaternion;
2069
+ /**
2070
+ * Gets a boolean indicating if the given quaternion is identity
2071
+ * @param quaternion defines the quaternion to check
2072
+ * @returns true if the quaternion is identity
2073
+ */
2074
+ static IsIdentity(quaternion: any): any;
2075
+ /**
2076
+ * Creates a quaternion from a rotation around an axis
2077
+ * @param axis defines the axis to use
2078
+ * @param angle defines the angle to use
2079
+ * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
2080
+ */
2081
+ static RotationAxis(axis: any, angle: any): any;
2082
+ /**
2083
+ * Creates a rotation around an axis and stores it into the given quaternion
2084
+ * @param axis defines the axis to use
2085
+ * @param angle defines the angle to use
2086
+ * @param result defines the target quaternion
2087
+ * @returns the target quaternion
2088
+ */
2089
+ static RotationAxisToRef(axis: any, angle: any, result: any): any;
2090
+ /**
2091
+ * Creates a new quaternion from data stored into an array
2092
+ * @param array defines the data source
2093
+ * @param offset defines the offset in the source array where the data starts
2094
+ * @returns a new quaternion
2095
+ */
2096
+ static FromArray(array: any, offset: any): Quaternion;
2097
+ /**
2098
+ * Updates the given quaternion "result" from the starting index of the given array.
2099
+ * @param array the array to pull values from
2100
+ * @param offset the offset into the array to start at
2101
+ * @param result the quaternion to store the result in
2102
+ */
2103
+ static FromArrayToRef(array: any, offset: any, result: any): void;
2104
+ /**
2105
+ * Create a quaternion from Euler rotation angles
2106
+ * @param x Pitch
2107
+ * @param y Yaw
2108
+ * @param z Roll
2109
+ * @returns the new Quaternion
2110
+ */
2111
+ static FromEulerAngles(x: any, y: any, z: any): Quaternion;
2112
+ /**
2113
+ * Updates a quaternion from Euler rotation angles
2114
+ * @param x Pitch
2115
+ * @param y Yaw
2116
+ * @param z Roll
2117
+ * @param result the quaternion to store the result
2118
+ * @returns the updated quaternion
2119
+ */
2120
+ static FromEulerAnglesToRef(x: any, y: any, z: any, result: any): any;
2121
+ /**
2122
+ * Create a quaternion from Euler rotation vector
2123
+ * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
2124
+ * @returns the new Quaternion
2125
+ */
2126
+ static FromEulerVector(vec: any): Quaternion;
2127
+ /**
2128
+ * Updates a quaternion from Euler rotation vector
2129
+ * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
2130
+ * @param result the quaternion to store the result
2131
+ * @returns the updated quaternion
2132
+ */
2133
+ static FromEulerVectorToRef(vec: any, result: any): any;
2134
+ /**
2135
+ * Updates a quaternion so that it rotates vector vecFrom to vector vecTo
2136
+ * @param vecFrom defines the direction vector from which to rotate
2137
+ * @param vecTo defines the direction vector to which to rotate
2138
+ * @param result the quaternion to store the result
2139
+ * @returns the updated quaternion
2140
+ */
2141
+ static FromUnitVectorsToRef(vecFrom: any, vecTo: any, result: any): any;
2142
+ /**
2143
+ * Creates a new quaternion from the given Euler float angles (y, x, z)
2144
+ * @param yaw defines the rotation around Y axis
2145
+ * @param pitch defines the rotation around X axis
2146
+ * @param roll defines the rotation around Z axis
2147
+ * @returns the new quaternion
2148
+ */
2149
+ static RotationYawPitchRoll(yaw: any, pitch: any, roll: any): Quaternion;
2150
+ /**
2151
+ * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
2152
+ * @param yaw defines the rotation around Y axis
2153
+ * @param pitch defines the rotation around X axis
2154
+ * @param roll defines the rotation around Z axis
2155
+ * @param result defines the target quaternion
2156
+ */
2157
+ static RotationYawPitchRollToRef(yaw: any, pitch: any, roll: any, result: any): void;
2158
+ /**
2159
+ * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
2160
+ * @param alpha defines the rotation around first axis
2161
+ * @param beta defines the rotation around second axis
2162
+ * @param gamma defines the rotation around third axis
2163
+ * @returns the new quaternion
2164
+ */
2165
+ static RotationAlphaBetaGamma(alpha: any, beta: any, gamma: any): Quaternion;
2166
+ /**
2167
+ * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
2168
+ * @param alpha defines the rotation around first axis
2169
+ * @param beta defines the rotation around second axis
2170
+ * @param gamma defines the rotation around third axis
2171
+ * @param result defines the target quaternion
2172
+ */
2173
+ static RotationAlphaBetaGammaToRef(alpha: any, beta: any, gamma: any, result: any): void;
2174
+ /**
2175
+ * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
2176
+ * @param axis1 defines the first axis
2177
+ * @param axis2 defines the second axis
2178
+ * @param axis3 defines the third axis
2179
+ * @returns the new quaternion
2180
+ */
2181
+ static RotationQuaternionFromAxis(axis1: any, axis2: any, axis3: any): Quaternion;
2182
+ /**
2183
+ * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
2184
+ * @param axis1 defines the first axis
2185
+ * @param axis2 defines the second axis
2186
+ * @param axis3 defines the third axis
2187
+ * @param ref defines the target quaternion
2188
+ */
2189
+ static RotationQuaternionFromAxisToRef(axis1: any, axis2: any, axis3: any, ref: any): void;
2190
+ /**
2191
+ * Creates a new rotation value to orient an object to look towards the given forward direction, the up direction being oriented like "up".
2192
+ * This function works in left handed mode
2193
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2194
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2195
+ * @returns A new quaternion oriented toward the specified forward and up.
2196
+ */
2197
+ static FromLookDirectionLH(forward: any, up: any): Quaternion;
2198
+ /**
2199
+ * Creates a new rotation value to orient an object to look towards the given forward direction with the up direction being oriented like "up", and stores it in the target quaternion.
2200
+ * This function works in left handed mode
2201
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2202
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2203
+ * @param ref defines the target quaternion.
2204
+ */
2205
+ static FromLookDirectionLHToRef(forward: any, up: any, ref: any): void;
2206
+ /**
2207
+ * Creates a new rotation value to orient an object to look towards the given forward direction, the up direction being oriented like "up".
2208
+ * This function works in right handed mode
2209
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2210
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2211
+ * @returns A new quaternion oriented toward the specified forward and up.
2212
+ */
2213
+ static FromLookDirectionRH(forward: any, up: any): Quaternion;
2214
+ /**
2215
+ * Creates a new rotation value to orient an object to look towards the given forward direction with the up direction being oriented like "up", and stores it in the target quaternion.
2216
+ * This function works in right handed mode
2217
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2218
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2219
+ * @param ref defines the target quaternion.
2220
+ */
2221
+ static FromLookDirectionRHToRef(forward: any, up: any, ref: any): void;
2222
+ /**
2223
+ * Interpolates between two quaternions
2224
+ * @param left defines first quaternion
2225
+ * @param right defines second quaternion
2226
+ * @param amount defines the gradient to use
2227
+ * @returns the new interpolated quaternion
2228
+ */
2229
+ static Slerp(left: any, right: any, amount: any): Quaternion;
2230
+ /**
2231
+ * Interpolates between two quaternions and stores it into a target quaternion
2232
+ * @param left defines first quaternion
2233
+ * @param right defines second quaternion
2234
+ * @param amount defines the gradient to use
2235
+ * @param result defines the target quaternion
2236
+ */
2237
+ static SlerpToRef(left: any, right: any, amount: any, result: any): void;
2238
+ /**
2239
+ * Interpolate between two quaternions using Hermite interpolation
2240
+ * @param value1 defines first quaternion
2241
+ * @param tangent1 defines the incoming tangent
2242
+ * @param value2 defines second quaternion
2243
+ * @param tangent2 defines the outgoing tangent
2244
+ * @param amount defines the target quaternion
2245
+ * @returns the new interpolated quaternion
2246
+ */
2247
+ static Hermite(value1: any, tangent1: any, value2: any, tangent2: any, amount: any): Quaternion;
2248
+ /**
2249
+ * Returns a new Quaternion which is the 1st derivative of the Hermite spline defined by the quaternions "value1", "value2", "tangent1", "tangent2".
2250
+ * @param value1 defines the first control point
2251
+ * @param tangent1 defines the first tangent
2252
+ * @param value2 defines the second control point
2253
+ * @param tangent2 defines the second tangent
2254
+ * @param time define where the derivative must be done
2255
+ * @returns 1st derivative
2256
+ */
2257
+ static Hermite1stDerivative(value1: any, tangent1: any, value2: any, tangent2: any, time: any): Quaternion;
2258
+ /**
2259
+ * Update a Quaternion with the 1st derivative of the Hermite spline defined by the quaternions "value1", "value2", "tangent1", "tangent2".
2260
+ * @param value1 defines the first control point
2261
+ * @param tangent1 defines the first tangent
2262
+ * @param value2 defines the second control point
2263
+ * @param tangent2 defines the second tangent
2264
+ * @param time define where the derivative must be done
2265
+ * @param result define where to store the derivative
2266
+ */
2267
+ static Hermite1stDerivativeToRef(value1: any, tangent1: any, value2: any, tangent2: any, time: any, result: any): void;
2268
+ /**
2269
+ * Creates a new Quaternion from the given floats
2270
+ * @param x defines the first component (0 by default)
2271
+ * @param y defines the second component (0 by default)
2272
+ * @param z defines the third component (0 by default)
2273
+ * @param w defines the fourth component (1.0 by default)
2274
+ */
2275
+ constructor(x?: number, y?: number, z?: number, w?: number);
2276
+ /** @internal */
2277
+ _isDirty: boolean;
2278
+ _x: number;
2279
+ _y: number;
2280
+ _z: number;
2281
+ _w: number;
2282
+ set x(arg: number);
2283
+ /** Gets or sets the x coordinate */
2284
+ get x(): number;
2285
+ set y(arg: number);
2286
+ /** Gets or sets the y coordinate */
2287
+ get y(): number;
2288
+ set z(arg: number);
2289
+ /** Gets or sets the z coordinate */
2290
+ get z(): number;
2291
+ set w(arg: number);
2292
+ /** Gets or sets the w coordinate */
2293
+ get w(): number;
2294
+ /**
2295
+ * Gets a string representation for the current quaternion
2296
+ * @returns a string with the Quaternion coordinates
2297
+ */
2298
+ toString(): string;
2299
+ /**
2300
+ * Gets the class name of the quaternion
2301
+ * @returns the string "Quaternion"
2302
+ */
2303
+ getClassName(): string;
2304
+ /**
2305
+ * Gets a hash code for this quaternion
2306
+ * @returns the quaternion hash code
2307
+ */
2308
+ getHashCode(): number;
2309
+ /**
2310
+ * Copy the quaternion to an array
2311
+ * @returns a new array populated with 4 elements from the quaternion coordinates
2312
+ */
2313
+ asArray(): number[];
2314
+ /**
2315
+ * Stores from the starting index in the given array the Quaternion successive values
2316
+ * @param array defines the array where to store the x,y,z,w components
2317
+ * @param index defines an optional index in the target array to define where to start storing values
2318
+ * @returns the current Quaternion object
2319
+ */
2320
+ toArray(array: any, index?: number): Quaternion;
2321
+ /**
2322
+ * Check if two quaternions are equals
2323
+ * @param otherQuaternion defines the second operand
2324
+ * @returns true if the current quaternion and the given one coordinates are strictly equals
2325
+ */
2326
+ equals(otherQuaternion: any): any;
2327
+ /**
2328
+ * Gets a boolean if two quaternions are equals (using an epsilon value)
2329
+ * @param otherQuaternion defines the other quaternion
2330
+ * @param epsilon defines the minimal distance to consider equality
2331
+ * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.
2332
+ */
2333
+ equalsWithEpsilon(otherQuaternion: any, epsilon?: number): any;
2334
+ /**
2335
+ * Clone the current quaternion
2336
+ * @returns a new quaternion copied from the current one
2337
+ */
2338
+ clone(): Quaternion;
2339
+ /**
2340
+ * Copy a quaternion to the current one
2341
+ * @param other defines the other quaternion
2342
+ * @returns the updated current quaternion
2343
+ */
2344
+ copyFrom(other: any): Quaternion;
2345
+ /**
2346
+ * Updates the current quaternion with the given float coordinates
2347
+ * @param x defines the x coordinate
2348
+ * @param y defines the y coordinate
2349
+ * @param z defines the z coordinate
2350
+ * @param w defines the w coordinate
2351
+ * @returns the updated current quaternion
2352
+ */
2353
+ copyFromFloats(x: any, y: any, z: any, w: any): Quaternion;
2354
+ /**
2355
+ * Updates the current quaternion from the given float coordinates
2356
+ * @param x defines the x coordinate
2357
+ * @param y defines the y coordinate
2358
+ * @param z defines the z coordinate
2359
+ * @param w defines the w coordinate
2360
+ * @returns the updated current quaternion
2361
+ */
2362
+ set(x: any, y: any, z: any, w: any): Quaternion;
2363
+ /**
2364
+ * Adds two quaternions
2365
+ * @param other defines the second operand
2366
+ * @returns a new quaternion as the addition result of the given one and the current quaternion
2367
+ */
2368
+ add(other: any): Quaternion;
2369
+ /**
2370
+ * Add a quaternion to the current one
2371
+ * @param other defines the quaternion to add
2372
+ * @returns the current quaternion
2373
+ */
2374
+ addInPlace(other: any): Quaternion;
2375
+ /**
2376
+ * Subtract two quaternions
2377
+ * @param other defines the second operand
2378
+ * @returns a new quaternion as the subtraction result of the given one from the current one
2379
+ */
2380
+ subtract(other: any): Quaternion;
2381
+ /**
2382
+ * Subtract a quaternion to the current one
2383
+ * @param other defines the quaternion to subtract
2384
+ * @returns the current quaternion
2385
+ */
2386
+ subtractInPlace(other: any): Quaternion;
2387
+ /**
2388
+ * Multiplies the current quaternion by a scale factor
2389
+ * @param value defines the scale factor
2390
+ * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
2391
+ */
2392
+ scale(value: any): Quaternion;
2393
+ /**
2394
+ * Scale the current quaternion values by a factor and stores the result to a given quaternion
2395
+ * @param scale defines the scale factor
2396
+ * @param result defines the Quaternion object where to store the result
2397
+ * @returns the unmodified current quaternion
2398
+ */
2399
+ scaleToRef(scale: any, result: any): Quaternion;
2400
+ /**
2401
+ * Multiplies in place the current quaternion by a scale factor
2402
+ * @param value defines the scale factor
2403
+ * @returns the current modified quaternion
2404
+ */
2405
+ scaleInPlace(value: any): Quaternion;
2406
+ /**
2407
+ * Scale the current quaternion values by a factor and add the result to a given quaternion
2408
+ * @param scale defines the scale factor
2409
+ * @param result defines the Quaternion object where to store the result
2410
+ * @returns the unmodified current quaternion
2411
+ */
2412
+ scaleAndAddToRef(scale: any, result: any): Quaternion;
2413
+ /**
2414
+ * Multiplies two quaternions
2415
+ * @param q1 defines the second operand
2416
+ * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
2417
+ */
2418
+ multiply(q1: any): Quaternion;
2419
+ /**
2420
+ * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
2421
+ * @param q1 defines the second operand
2422
+ * @param result defines the target quaternion
2423
+ * @returns the current quaternion
2424
+ */
2425
+ multiplyToRef(q1: any, result: any): Quaternion;
2426
+ /**
2427
+ * Updates the current quaternion with the multiplication of itself with the given one "q1"
2428
+ * @param q1 defines the second operand
2429
+ * @returns the currentupdated quaternion
2430
+ */
2431
+ multiplyInPlace(q1: any): Quaternion;
2432
+ /**
2433
+ * Conjugates the current quaternion and stores the result in the given quaternion
2434
+ * @param ref defines the target quaternion
2435
+ * @returns the current quaternion
2436
+ */
2437
+ conjugateToRef(ref: any): Quaternion;
2438
+ /**
2439
+ * Conjugates in place the current quaternion
2440
+ * @returns the current updated quaternion
2441
+ */
2442
+ conjugateInPlace(): Quaternion;
2443
+ /**
2444
+ * Conjugates (1-q) the current quaternion
2445
+ * @returns a new quaternion
2446
+ */
2447
+ conjugate(): Quaternion;
2448
+ /**
2449
+ * Returns the inverse of the current quaternion
2450
+ * @returns a new quaternion
2451
+ */
2452
+ invert(): Quaternion;
2453
+ /**
2454
+ * Invert in place the current quaternion
2455
+ * @returns this quaternion
2456
+ */
2457
+ invertInPlace(): Quaternion;
2458
+ /**
2459
+ * Gets squared length of current quaternion
2460
+ * @returns the quaternion length (float)
2461
+ */
2462
+ lengthSquared(): number;
2463
+ /**
2464
+ * Gets length of current quaternion
2465
+ * @returns the quaternion length (float)
2466
+ */
2467
+ length(): number;
2468
+ /**
2469
+ * Normalize in place the current quaternion
2470
+ * @returns the current updated quaternion
2471
+ */
2472
+ normalize(): Quaternion;
2473
+ /**
2474
+ * Normalize a copy of the current quaternion
2475
+ * @returns the normalized quaternion
2476
+ */
2477
+ normalizeToNew(): Quaternion;
2478
+ /**
2479
+ * Returns a new Vector3 set with the Euler angles translated from the current quaternion
2480
+ * @returns a new Vector3 containing the Euler angles
2481
+ * @see https://doc.babylonjs.com/divingDeeper/mesh/transforms/center_origin/rotation_conventions
2482
+ */
2483
+ toEulerAngles(): Vector3;
2484
+ /**
2485
+ * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
2486
+ * @param result defines the vector which will be filled with the Euler angles
2487
+ * @returns the current unchanged quaternion
2488
+ * @see https://doc.babylonjs.com/divingDeeper/mesh/transforms/center_origin/rotation_conventions
2489
+ */
2490
+ toEulerAnglesToRef(result: any): Quaternion;
2491
+ /**
2492
+ * Updates the given rotation matrix with the current quaternion values
2493
+ * @param result defines the target matrix
2494
+ * @returns the current unchanged quaternion
2495
+ */
2496
+ toRotationMatrix(result: any): Quaternion;
2497
+ /**
2498
+ * Updates the current quaternion from the given rotation matrix values
2499
+ * @param matrix defines the source matrix
2500
+ * @returns the current updated quaternion
2501
+ */
2502
+ fromRotationMatrix(matrix: any): Quaternion;
2503
+ }
2504
+ /**
2505
+ * Class used to store matrix data (4x4)
2506
+ */
2507
+ export class Matrix {
2508
+ /**
2509
+ * Gets the precision of matrix computations
2510
+ */
2511
+ static get Use64Bits(): boolean;
2512
+ /**
2513
+ * Creates a matrix from an array
2514
+ * @param array defines the source array
2515
+ * @param offset defines an offset in the source array
2516
+ * @returns a new Matrix set from the starting index of the given array
2517
+ */
2518
+ static FromArray(array: any, offset?: number): Matrix;
2519
+ /**
2520
+ * Copy the content of an array into a given matrix
2521
+ * @param array defines the source array
2522
+ * @param offset defines an offset in the source array
2523
+ * @param result defines the target matrix
2524
+ */
2525
+ static FromArrayToRef(array: any, offset: any, result: any): void;
2526
+ /**
2527
+ * Stores an array into a matrix after having multiplied each component by a given factor
2528
+ * @param array defines the source array
2529
+ * @param offset defines the offset in the source array
2530
+ * @param scale defines the scaling factor
2531
+ * @param result defines the target matrix
2532
+ */
2533
+ static FromFloat32ArrayToRefScaled(array: any, offset: any, scale: any, result: any): void;
2534
+ /**
2535
+ * Gets an identity matrix that must not be updated
2536
+ */
2537
+ static get IdentityReadOnly(): Matrix;
2538
+ /**
2539
+ * Stores a list of values (16) inside a given matrix
2540
+ * @param initialM11 defines 1st value of 1st row
2541
+ * @param initialM12 defines 2nd value of 1st row
2542
+ * @param initialM13 defines 3rd value of 1st row
2543
+ * @param initialM14 defines 4th value of 1st row
2544
+ * @param initialM21 defines 1st value of 2nd row
2545
+ * @param initialM22 defines 2nd value of 2nd row
2546
+ * @param initialM23 defines 3rd value of 2nd row
2547
+ * @param initialM24 defines 4th value of 2nd row
2548
+ * @param initialM31 defines 1st value of 3rd row
2549
+ * @param initialM32 defines 2nd value of 3rd row
2550
+ * @param initialM33 defines 3rd value of 3rd row
2551
+ * @param initialM34 defines 4th value of 3rd row
2552
+ * @param initialM41 defines 1st value of 4th row
2553
+ * @param initialM42 defines 2nd value of 4th row
2554
+ * @param initialM43 defines 3rd value of 4th row
2555
+ * @param initialM44 defines 4th value of 4th row
2556
+ * @param result defines the target matrix
2557
+ */
2558
+ static FromValuesToRef(initialM11: any, initialM12: any, initialM13: any, initialM14: any, initialM21: any, initialM22: any, initialM23: any, initialM24: any, initialM31: any, initialM32: any, initialM33: any, initialM34: any, initialM41: any, initialM42: any, initialM43: any, initialM44: any, result: any): void;
2559
+ /**
2560
+ * Creates new matrix from a list of values (16)
2561
+ * @param initialM11 defines 1st value of 1st row
2562
+ * @param initialM12 defines 2nd value of 1st row
2563
+ * @param initialM13 defines 3rd value of 1st row
2564
+ * @param initialM14 defines 4th value of 1st row
2565
+ * @param initialM21 defines 1st value of 2nd row
2566
+ * @param initialM22 defines 2nd value of 2nd row
2567
+ * @param initialM23 defines 3rd value of 2nd row
2568
+ * @param initialM24 defines 4th value of 2nd row
2569
+ * @param initialM31 defines 1st value of 3rd row
2570
+ * @param initialM32 defines 2nd value of 3rd row
2571
+ * @param initialM33 defines 3rd value of 3rd row
2572
+ * @param initialM34 defines 4th value of 3rd row
2573
+ * @param initialM41 defines 1st value of 4th row
2574
+ * @param initialM42 defines 2nd value of 4th row
2575
+ * @param initialM43 defines 3rd value of 4th row
2576
+ * @param initialM44 defines 4th value of 4th row
2577
+ * @returns the new matrix
2578
+ */
2579
+ static FromValues(initialM11: any, initialM12: any, initialM13: any, initialM14: any, initialM21: any, initialM22: any, initialM23: any, initialM24: any, initialM31: any, initialM32: any, initialM33: any, initialM34: any, initialM41: any, initialM42: any, initialM43: any, initialM44: any): Matrix;
2580
+ /**
2581
+ * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
2582
+ * @param scale defines the scale vector3
2583
+ * @param rotation defines the rotation quaternion
2584
+ * @param translation defines the translation vector3
2585
+ * @returns a new matrix
2586
+ */
2587
+ static Compose(scale: any, rotation: any, translation: any): Matrix;
2588
+ /**
2589
+ * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
2590
+ * @param scale defines the scale vector3
2591
+ * @param rotation defines the rotation quaternion
2592
+ * @param translation defines the translation vector3
2593
+ * @param result defines the target matrix
2594
+ */
2595
+ static ComposeToRef(scale: any, rotation: any, translation: any, result: any): void;
2596
+ /**
2597
+ * Creates a new identity matrix
2598
+ * @returns a new identity matrix
2599
+ */
2600
+ static Identity(): Matrix;
2601
+ /**
2602
+ * Creates a new identity matrix and stores the result in a given matrix
2603
+ * @param result defines the target matrix
2604
+ */
2605
+ static IdentityToRef(result: any): void;
2606
+ /**
2607
+ * Creates a new zero matrix
2608
+ * @returns a new zero matrix
2609
+ */
2610
+ static Zero(): Matrix;
2611
+ /**
2612
+ * Creates a new rotation matrix for "angle" radians around the X axis
2613
+ * @param angle defines the angle (in radians) to use
2614
+ * @returns the new matrix
2615
+ */
2616
+ static RotationX(angle: any): Matrix;
2617
+ /**
2618
+ * Creates a new matrix as the invert of a given matrix
2619
+ * @param source defines the source matrix
2620
+ * @returns the new matrix
2621
+ */
2622
+ static Invert(source: any): Matrix;
2623
+ /**
2624
+ * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
2625
+ * @param angle defines the angle (in radians) to use
2626
+ * @param result defines the target matrix
2627
+ */
2628
+ static RotationXToRef(angle: any, result: any): void;
2629
+ /**
2630
+ * Creates a new rotation matrix for "angle" radians around the Y axis
2631
+ * @param angle defines the angle (in radians) to use
2632
+ * @returns the new matrix
2633
+ */
2634
+ static RotationY(angle: any): Matrix;
2635
+ /**
2636
+ * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
2637
+ * @param angle defines the angle (in radians) to use
2638
+ * @param result defines the target matrix
2639
+ */
2640
+ static RotationYToRef(angle: any, result: any): void;
2641
+ /**
2642
+ * Creates a new rotation matrix for "angle" radians around the Z axis
2643
+ * @param angle defines the angle (in radians) to use
2644
+ * @returns the new matrix
2645
+ */
2646
+ static RotationZ(angle: any): Matrix;
2647
+ /**
2648
+ * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
2649
+ * @param angle defines the angle (in radians) to use
2650
+ * @param result defines the target matrix
2651
+ */
2652
+ static RotationZToRef(angle: any, result: any): void;
2653
+ /**
2654
+ * Creates a new rotation matrix for "angle" radians around the given axis
2655
+ * @param axis defines the axis to use
2656
+ * @param angle defines the angle (in radians) to use
2657
+ * @returns the new matrix
2658
+ */
2659
+ static RotationAxis(axis: any, angle: any): Matrix;
2660
+ /**
2661
+ * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
2662
+ * @param axis defines the axis to use
2663
+ * @param angle defines the angle (in radians) to use
2664
+ * @param result defines the target matrix
2665
+ */
2666
+ static RotationAxisToRef(axis: any, angle: any, result: any): void;
2667
+ /**
2668
+ * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
2669
+ * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
2670
+ * @param from defines the vector to align
2671
+ * @param to defines the vector to align to
2672
+ * @param result defines the target matrix
2673
+ */
2674
+ static RotationAlignToRef(from: any, to: any, result: any): void;
2675
+ /**
2676
+ * Creates a rotation matrix
2677
+ * @param yaw defines the yaw angle in radians (Y axis)
2678
+ * @param pitch defines the pitch angle in radians (X axis)
2679
+ * @param roll defines the roll angle in radians (Z axis)
2680
+ * @returns the new rotation matrix
2681
+ */
2682
+ static RotationYawPitchRoll(yaw: any, pitch: any, roll: any): Matrix;
2683
+ /**
2684
+ * Creates a rotation matrix and stores it in a given matrix
2685
+ * @param yaw defines the yaw angle in radians (Y axis)
2686
+ * @param pitch defines the pitch angle in radians (X axis)
2687
+ * @param roll defines the roll angle in radians (Z axis)
2688
+ * @param result defines the target matrix
2689
+ */
2690
+ static RotationYawPitchRollToRef(yaw: any, pitch: any, roll: any, result: any): void;
2691
+ /**
2692
+ * Creates a scaling matrix
2693
+ * @param x defines the scale factor on X axis
2694
+ * @param y defines the scale factor on Y axis
2695
+ * @param z defines the scale factor on Z axis
2696
+ * @returns the new matrix
2697
+ */
2698
+ static Scaling(x: any, y: any, z: any): Matrix;
2699
+ /**
2700
+ * Creates a scaling matrix and stores it in a given matrix
2701
+ * @param x defines the scale factor on X axis
2702
+ * @param y defines the scale factor on Y axis
2703
+ * @param z defines the scale factor on Z axis
2704
+ * @param result defines the target matrix
2705
+ */
2706
+ static ScalingToRef(x: any, y: any, z: any, result: any): void;
2707
+ /**
2708
+ * Creates a translation matrix
2709
+ * @param x defines the translation on X axis
2710
+ * @param y defines the translation on Y axis
2711
+ * @param z defines the translationon Z axis
2712
+ * @returns the new matrix
2713
+ */
2714
+ static Translation(x: any, y: any, z: any): Matrix;
2715
+ /**
2716
+ * Creates a translation matrix and stores it in a given matrix
2717
+ * @param x defines the translation on X axis
2718
+ * @param y defines the translation on Y axis
2719
+ * @param z defines the translationon Z axis
2720
+ * @param result defines the target matrix
2721
+ */
2722
+ static TranslationToRef(x: any, y: any, z: any, result: any): void;
2723
+ /**
2724
+ * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
2725
+ * @param startValue defines the start value
2726
+ * @param endValue defines the end value
2727
+ * @param gradient defines the gradient factor
2728
+ * @returns the new matrix
2729
+ */
2730
+ static Lerp(startValue: any, endValue: any, gradient: any): Matrix;
2731
+ /**
2732
+ * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
2733
+ * @param startValue defines the start value
2734
+ * @param endValue defines the end value
2735
+ * @param gradient defines the gradient factor
2736
+ * @param result defines the Matrix object where to store data
2737
+ */
2738
+ static LerpToRef(startValue: any, endValue: any, gradient: any, result: any): void;
2739
+ /**
2740
+ * Builds a new matrix whose values are computed by:
2741
+ * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
2742
+ * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
2743
+ * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
2744
+ * @param startValue defines the first matrix
2745
+ * @param endValue defines the second matrix
2746
+ * @param gradient defines the gradient between the two matrices
2747
+ * @returns the new matrix
2748
+ */
2749
+ static DecomposeLerp(startValue: any, endValue: any, gradient: any): Matrix;
2750
+ /**
2751
+ * Update a matrix to values which are computed by:
2752
+ * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
2753
+ * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
2754
+ * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
2755
+ * @param startValue defines the first matrix
2756
+ * @param endValue defines the second matrix
2757
+ * @param gradient defines the gradient between the two matrices
2758
+ * @param result defines the target matrix
2759
+ */
2760
+ static DecomposeLerpToRef(startValue: any, endValue: any, gradient: any, result: any): void;
2761
+ /**
2762
+ * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
2763
+ * This function works in left handed mode
2764
+ * @param eye defines the final position of the entity
2765
+ * @param target defines where the entity should look at
2766
+ * @param up defines the up vector for the entity
2767
+ * @returns the new matrix
2768
+ */
2769
+ static LookAtLH(eye: any, target: any, up: any): Matrix;
2770
+ /**
2771
+ * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
2772
+ * This function works in left handed mode
2773
+ * @param eye defines the final position of the entity
2774
+ * @param target defines where the entity should look at
2775
+ * @param up defines the up vector for the entity
2776
+ * @param result defines the target matrix
2777
+ */
2778
+ static LookAtLHToRef(eye: any, target: any, up: any, result: any): void;
2779
+ /**
2780
+ * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
2781
+ * This function works in right handed mode
2782
+ * @param eye defines the final position of the entity
2783
+ * @param target defines where the entity should look at
2784
+ * @param up defines the up vector for the entity
2785
+ * @returns the new matrix
2786
+ */
2787
+ static LookAtRH(eye: any, target: any, up: any): Matrix;
2788
+ /**
2789
+ * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
2790
+ * This function works in right handed mode
2791
+ * @param eye defines the final position of the entity
2792
+ * @param target defines where the entity should look at
2793
+ * @param up defines the up vector for the entity
2794
+ * @param result defines the target matrix
2795
+ */
2796
+ static LookAtRHToRef(eye: any, target: any, up: any, result: any): void;
2797
+ /**
2798
+ * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up direction being oriented like "up".
2799
+ * This function works in left handed mode
2800
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2801
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2802
+ * @returns the new matrix
2803
+ */
2804
+ static LookDirectionLH(forward: any, up: any): Matrix;
2805
+ /**
2806
+ * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up direction being oriented like "up".
2807
+ * This function works in left handed mode
2808
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2809
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2810
+ * @param result defines the target matrix
2811
+ */
2812
+ static LookDirectionLHToRef(forward: any, up: any, result: any): void;
2813
+ /**
2814
+ * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up Vector3 being oriented like "up".
2815
+ * This function works in right handed mode
2816
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2817
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2818
+ * @returns the new matrix
2819
+ */
2820
+ static LookDirectionRH(forward: any, up: any): Matrix;
2821
+ /**
2822
+ * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up vector3 being oriented like "up".
2823
+ * This function works in right handed mode
2824
+ * @param forward defines the forward direction - Must be normalized and orthogonal to up.
2825
+ * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
2826
+ * @param result defines the target matrix
2827
+ */
2828
+ static LookDirectionRHToRef(forward: any, up: any, result: any): void;
2829
+ /**
2830
+ * Create a left-handed orthographic projection matrix
2831
+ * @param width defines the viewport width
2832
+ * @param height defines the viewport height
2833
+ * @param znear defines the near clip plane
2834
+ * @param zfar defines the far clip plane
2835
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2836
+ * @returns a new matrix as a left-handed orthographic projection matrix
2837
+ */
2838
+ static OrthoLH(width: any, height: any, znear: any, zfar: any, halfZRange: any): Matrix;
2839
+ /**
2840
+ * Store a left-handed orthographic projection to a given matrix
2841
+ * @param width defines the viewport width
2842
+ * @param height defines the viewport height
2843
+ * @param znear defines the near clip plane
2844
+ * @param zfar defines the far clip plane
2845
+ * @param result defines the target matrix
2846
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2847
+ */
2848
+ static OrthoLHToRef(width: any, height: any, znear: any, zfar: any, result: any, halfZRange: any): void;
2849
+ /**
2850
+ * Create a left-handed orthographic projection matrix
2851
+ * @param left defines the viewport left coordinate
2852
+ * @param right defines the viewport right coordinate
2853
+ * @param bottom defines the viewport bottom coordinate
2854
+ * @param top defines the viewport top coordinate
2855
+ * @param znear defines the near clip plane
2856
+ * @param zfar defines the far clip plane
2857
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2858
+ * @returns a new matrix as a left-handed orthographic projection matrix
2859
+ */
2860
+ static OrthoOffCenterLH(left: any, right: any, bottom: any, top: any, znear: any, zfar: any, halfZRange: any): Matrix;
2861
+ /**
2862
+ * Stores a left-handed orthographic projection into a given matrix
2863
+ * @param left defines the viewport left coordinate
2864
+ * @param right defines the viewport right coordinate
2865
+ * @param bottom defines the viewport bottom coordinate
2866
+ * @param top defines the viewport top coordinate
2867
+ * @param znear defines the near clip plane
2868
+ * @param zfar defines the far clip plane
2869
+ * @param result defines the target matrix
2870
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2871
+ */
2872
+ static OrthoOffCenterLHToRef(left: any, right: any, bottom: any, top: any, znear: any, zfar: any, result: any, halfZRange: any): void;
2873
+ /**
2874
+ * Creates a right-handed orthographic projection matrix
2875
+ * @param left defines the viewport left coordinate
2876
+ * @param right defines the viewport right coordinate
2877
+ * @param bottom defines the viewport bottom coordinate
2878
+ * @param top defines the viewport top coordinate
2879
+ * @param znear defines the near clip plane
2880
+ * @param zfar defines the far clip plane
2881
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2882
+ * @returns a new matrix as a right-handed orthographic projection matrix
2883
+ */
2884
+ static OrthoOffCenterRH(left: any, right: any, bottom: any, top: any, znear: any, zfar: any, halfZRange: any): Matrix;
2885
+ /**
2886
+ * Stores a right-handed orthographic projection into a given matrix
2887
+ * @param left defines the viewport left coordinate
2888
+ * @param right defines the viewport right coordinate
2889
+ * @param bottom defines the viewport bottom coordinate
2890
+ * @param top defines the viewport top coordinate
2891
+ * @param znear defines the near clip plane
2892
+ * @param zfar defines the far clip plane
2893
+ * @param result defines the target matrix
2894
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2895
+ */
2896
+ static OrthoOffCenterRHToRef(left: any, right: any, bottom: any, top: any, znear: any, zfar: any, result: any, halfZRange: any): void;
2897
+ /**
2898
+ * Creates a left-handed perspective projection matrix
2899
+ * @param width defines the viewport width
2900
+ * @param height defines the viewport height
2901
+ * @param znear defines the near clip plane
2902
+ * @param zfar defines the far clip plane
2903
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2904
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2905
+ * @returns a new matrix as a left-handed perspective projection matrix
2906
+ */
2907
+ static PerspectiveLH(width: any, height: any, znear: any, zfar: any, halfZRange: any, projectionPlaneTilt?: number): Matrix;
2908
+ /**
2909
+ * Creates a left-handed perspective projection matrix
2910
+ * @param fov defines the horizontal field of view
2911
+ * @param aspect defines the aspect ratio
2912
+ * @param znear defines the near clip plane
2913
+ * @param zfar defines the far clip plane. If 0, assume we are in "infinite zfar" mode
2914
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2915
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2916
+ * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)
2917
+ * @returns a new matrix as a left-handed perspective projection matrix
2918
+ */
2919
+ static PerspectiveFovLH(fov: any, aspect: any, znear: any, zfar: any, halfZRange: any, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): Matrix;
2920
+ /**
2921
+ * Stores a left-handed perspective projection into a given matrix
2922
+ * @param fov defines the horizontal field of view
2923
+ * @param aspect defines the aspect ratio
2924
+ * @param znear defines the near clip plane
2925
+ * @param zfar defines the far clip plane. If 0, assume we are in "infinite zfar" mode
2926
+ * @param result defines the target matrix
2927
+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
2928
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2929
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2930
+ * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)
2931
+ */
2932
+ static PerspectiveFovLHToRef(fov: any, aspect: any, znear: any, zfar: any, result: any, isVerticalFovFixed: boolean | undefined, halfZRange: any, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): void;
2933
+ /**
2934
+ * Stores a left-handed perspective projection into a given matrix with depth reversed
2935
+ * @param fov defines the horizontal field of view
2936
+ * @param aspect defines the aspect ratio
2937
+ * @param znear defines the near clip plane
2938
+ * @param zfar not used as infinity is used as far clip
2939
+ * @param result defines the target matrix
2940
+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
2941
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2942
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2943
+ */
2944
+ static PerspectiveFovReverseLHToRef(fov: any, aspect: any, znear: any, zfar: any, result: any, isVerticalFovFixed: boolean | undefined, halfZRange: any, projectionPlaneTilt?: number): void;
2945
+ /**
2946
+ * Creates a right-handed perspective projection matrix
2947
+ * @param fov defines the horizontal field of view
2948
+ * @param aspect defines the aspect ratio
2949
+ * @param znear defines the near clip plane
2950
+ * @param zfar defines the far clip plane. If 0, assume we are in "infinite zfar" mode
2951
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2952
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2953
+ * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)
2954
+ * @returns a new matrix as a right-handed perspective projection matrix
2955
+ */
2956
+ static PerspectiveFovRH(fov: any, aspect: any, znear: any, zfar: any, halfZRange: any, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): Matrix;
2957
+ /**
2958
+ * Stores a right-handed perspective projection into a given matrix
2959
+ * @param fov defines the horizontal field of view
2960
+ * @param aspect defines the aspect ratio
2961
+ * @param znear defines the near clip plane
2962
+ * @param zfar defines the far clip plane. If 0, assume we are in "infinite zfar" mode
2963
+ * @param result defines the target matrix
2964
+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
2965
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2966
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2967
+ * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)
2968
+ */
2969
+ static PerspectiveFovRHToRef(fov: any, aspect: any, znear: any, zfar: any, result: any, isVerticalFovFixed: boolean | undefined, halfZRange: any, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): void;
2970
+ /**
2971
+ * Stores a right-handed perspective projection into a given matrix
2972
+ * @param fov defines the horizontal field of view
2973
+ * @param aspect defines the aspect ratio
2974
+ * @param znear defines the near clip plane
2975
+ * @param zfar not used as infinity is used as far clip
2976
+ * @param result defines the target matrix
2977
+ * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
2978
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2979
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2980
+ */
2981
+ static PerspectiveFovReverseRHToRef(fov: any, aspect: any, znear: any, zfar: any, result: any, isVerticalFovFixed: boolean | undefined, halfZRange: any, projectionPlaneTilt?: number): void;
2982
+ /**
2983
+ * Stores a perspective projection for WebVR info a given matrix
2984
+ * @param fov defines the field of view
2985
+ * @param fov.upDegrees
2986
+ * @param fov.downDegrees
2987
+ * @param fov.leftDegrees
2988
+ * @param fov.rightDegrees
2989
+ * @param znear defines the near clip plane
2990
+ * @param zfar defines the far clip plane
2991
+ * @param result defines the target matrix
2992
+ * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
2993
+ * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)
2994
+ * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)
2995
+ */
2996
+ static PerspectiveFovWebVRToRef(fov: any, znear: any, zfar: any, result: any, rightHanded: boolean | undefined, halfZRange: any, projectionPlaneTilt?: number): void;
2997
+ /**
2998
+ * Computes a complete transformation matrix
2999
+ * @param viewport defines the viewport to use
3000
+ * @param world defines the world matrix
3001
+ * @param view defines the view matrix
3002
+ * @param projection defines the projection matrix
3003
+ * @param zmin defines the near clip plane
3004
+ * @param zmax defines the far clip plane
3005
+ * @returns the transformation matrix
3006
+ */
3007
+ static GetFinalMatrix(viewport: any, world: any, view: any, projection: any, zmin: any, zmax: any): Matrix;
3008
+ /**
3009
+ * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
3010
+ * @param matrix defines the matrix to use
3011
+ * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
3012
+ */
3013
+ static GetAsMatrix2x2(matrix: any): any[] | Float32Array;
3014
+ /**
3015
+ * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
3016
+ * @param matrix defines the matrix to use
3017
+ * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
3018
+ */
3019
+ static GetAsMatrix3x3(matrix: any): any[] | Float32Array;
3020
+ /**
3021
+ * Compute the transpose of a given matrix
3022
+ * @param matrix defines the matrix to transpose
3023
+ * @returns the new matrix
3024
+ */
3025
+ static Transpose(matrix: any): Matrix;
3026
+ /**
3027
+ * Compute the transpose of a matrix and store it in a target matrix
3028
+ * @param matrix defines the matrix to transpose
3029
+ * @param result defines the target matrix
3030
+ */
3031
+ static TransposeToRef(matrix: any, result: any): void;
3032
+ /**
3033
+ * Computes a reflection matrix from a plane
3034
+ * @param plane defines the reflection plane
3035
+ * @returns a new matrix
3036
+ */
3037
+ static Reflection(plane: any): Matrix;
3038
+ /**
3039
+ * Computes a reflection matrix from a plane
3040
+ * @param plane defines the reflection plane
3041
+ * @param result defines the target matrix
3042
+ */
3043
+ static ReflectionToRef(plane: any, result: any): void;
3044
+ /**
3045
+ * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
3046
+ * @param xaxis defines the value of the 1st axis
3047
+ * @param yaxis defines the value of the 2nd axis
3048
+ * @param zaxis defines the value of the 3rd axis
3049
+ * @param result defines the target matrix
3050
+ */
3051
+ static FromXYZAxesToRef(xaxis: any, yaxis: any, zaxis: any, result: any): void;
3052
+ /**
3053
+ * Creates a rotation matrix from a quaternion and stores it in a target matrix
3054
+ * @param quat defines the quaternion to use
3055
+ * @param result defines the target matrix
3056
+ */
3057
+ static FromQuaternionToRef(quat: any, result: any): void;
3058
+ _isIdentity: boolean;
3059
+ _isIdentityDirty: boolean;
3060
+ _isIdentity3x2: boolean;
3061
+ _isIdentity3x2Dirty: boolean;
3062
+ /**
3063
+ * Gets the update flag of the matrix which is an unique number for the matrix.
3064
+ * It will be incremented every time the matrix data change.
3065
+ * You can use it to speed the comparison between two versions of the same matrix.
3066
+ */
3067
+ updateFlag: number;
3068
+ _m: any;
3069
+ /**
3070
+ * Gets the internal data of the matrix
3071
+ */
3072
+ get m(): any;
3073
+ /**
3074
+ * Update the updateFlag to indicate that the matrix has been updated
3075
+ */
3076
+ markAsUpdated(): void;
3077
+ _updateIdentityStatus(isIdentity: any, isIdentityDirty?: boolean, isIdentity3x2?: boolean, isIdentity3x2Dirty?: boolean): void;
3078
+ /**
3079
+ * Check if the current matrix is identity
3080
+ * @returns true is the matrix is the identity matrix
3081
+ */
3082
+ isIdentity(): boolean;
3083
+ /**
3084
+ * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
3085
+ * @returns true is the matrix is the identity matrix
3086
+ */
3087
+ isIdentityAs3x2(): boolean;
3088
+ /**
3089
+ * Gets the determinant of the matrix
3090
+ * @returns the matrix determinant
3091
+ */
3092
+ determinant(): number;
3093
+ /**
3094
+ * Returns the matrix as a Float32Array or Array<number>
3095
+ * @returns the matrix underlying array
3096
+ */
3097
+ toArray(): any;
3098
+ /**
3099
+ * Returns the matrix as a Float32Array or Array<number>
3100
+ * @returns the matrix underlying array.
3101
+ */
3102
+ asArray(): any;
3103
+ /**
3104
+ * Inverts the current matrix in place
3105
+ * @returns the current inverted matrix
3106
+ */
3107
+ invert(): Matrix;
3108
+ /**
3109
+ * Sets all the matrix elements to zero
3110
+ * @returns the current matrix
3111
+ */
3112
+ reset(): Matrix;
3113
+ /**
3114
+ * Adds the current matrix with a second one
3115
+ * @param other defines the matrix to add
3116
+ * @returns a new matrix as the addition of the current matrix and the given one
3117
+ */
3118
+ add(other: any): Matrix;
3119
+ /**
3120
+ * Sets the given matrix "result" to the addition of the current matrix and the given one
3121
+ * @param other defines the matrix to add
3122
+ * @param result defines the target matrix
3123
+ * @returns the current matrix
3124
+ */
3125
+ addToRef(other: any, result: any): Matrix;
3126
+ /**
3127
+ * Adds in place the given matrix to the current matrix
3128
+ * @param other defines the second operand
3129
+ * @returns the current updated matrix
3130
+ */
3131
+ addToSelf(other: any): Matrix;
3132
+ /**
3133
+ * Sets the given matrix to the current inverted Matrix
3134
+ * @param other defines the target matrix
3135
+ * @returns the unmodified current matrix
3136
+ */
3137
+ invertToRef(other: any): Matrix;
3138
+ /**
3139
+ * add a value at the specified position in the current Matrix
3140
+ * @param index the index of the value within the matrix. between 0 and 15.
3141
+ * @param value the value to be added
3142
+ * @returns the current updated matrix
3143
+ */
3144
+ addAtIndex(index: any, value: any): Matrix;
3145
+ /**
3146
+ * mutiply the specified position in the current Matrix by a value
3147
+ * @param index the index of the value within the matrix. between 0 and 15.
3148
+ * @param value the value to be added
3149
+ * @returns the current updated matrix
3150
+ */
3151
+ multiplyAtIndex(index: any, value: any): Matrix;
3152
+ /**
3153
+ * Inserts the translation vector (using 3 floats) in the current matrix
3154
+ * @param x defines the 1st component of the translation
3155
+ * @param y defines the 2nd component of the translation
3156
+ * @param z defines the 3rd component of the translation
3157
+ * @returns the current updated matrix
3158
+ */
3159
+ setTranslationFromFloats(x: any, y: any, z: any): Matrix;
3160
+ /**
3161
+ * Adds the translation vector (using 3 floats) in the current matrix
3162
+ * @param x defines the 1st component of the translation
3163
+ * @param y defines the 2nd component of the translation
3164
+ * @param z defines the 3rd component of the translation
3165
+ * @returns the current updated matrix
3166
+ */
3167
+ addTranslationFromFloats(x: any, y: any, z: any): Matrix;
3168
+ /**
3169
+ * Inserts the translation vector in the current matrix
3170
+ * @param vector3 defines the translation to insert
3171
+ * @returns the current updated matrix
3172
+ */
3173
+ setTranslation(vector3: any): Matrix;
3174
+ /**
3175
+ * Gets the translation value of the current matrix
3176
+ * @returns a new Vector3 as the extracted translation from the matrix
3177
+ */
3178
+ getTranslation(): Vector3;
3179
+ /**
3180
+ * Fill a Vector3 with the extracted translation from the matrix
3181
+ * @param result defines the Vector3 where to store the translation
3182
+ * @returns the current matrix
3183
+ */
3184
+ getTranslationToRef(result: any): Matrix;
3185
+ /**
3186
+ * Remove rotation and scaling part from the matrix
3187
+ * @returns the updated matrix
3188
+ */
3189
+ removeRotationAndScaling(): Matrix;
3190
+ /**
3191
+ * Multiply two matrices
3192
+ * @param other defines the second operand
3193
+ * @returns a new matrix set with the multiplication result of the current Matrix and the given one
3194
+ */
3195
+ multiply(other: any): Matrix;
3196
+ /**
3197
+ * Copy the current matrix from the given one
3198
+ * @param other defines the source matrix
3199
+ * @returns the current updated matrix
3200
+ */
3201
+ copyFrom(other: any): Matrix;
3202
+ /**
3203
+ * Populates the given array from the starting index with the current matrix values
3204
+ * @param array defines the target array
3205
+ * @param offset defines the offset in the target array where to start storing values
3206
+ * @returns the current matrix
3207
+ */
3208
+ copyToArray(array: any, offset?: number): Matrix;
3209
+ /**
3210
+ * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
3211
+ * @param other defines the second operand
3212
+ * @param result defines the matrix where to store the multiplication
3213
+ * @returns the current matrix
3214
+ */
3215
+ multiplyToRef(other: any, result: any): Matrix;
3216
+ /**
3217
+ * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
3218
+ * @param other defines the second operand
3219
+ * @param result defines the array where to store the multiplication
3220
+ * @param offset defines the offset in the target array where to start storing values
3221
+ * @returns the current matrix
3222
+ */
3223
+ multiplyToArray(other: any, result: any, offset: any): Matrix;
3224
+ /**
3225
+ * Check equality between this matrix and a second one
3226
+ * @param value defines the second matrix to compare
3227
+ * @returns true is the current matrix and the given one values are strictly equal
3228
+ */
3229
+ equals(value: any): any;
3230
+ /**
3231
+ * Clone the current matrix
3232
+ * @returns a new matrix from the current matrix
3233
+ */
3234
+ clone(): Matrix;
3235
+ /**
3236
+ * Returns the name of the current matrix class
3237
+ * @returns the string "Matrix"
3238
+ */
3239
+ getClassName(): string;
3240
+ /**
3241
+ * Gets the hash code of the current matrix
3242
+ * @returns the hash code
3243
+ */
3244
+ getHashCode(): number;
3245
+ /**
3246
+ * Decomposes the current Matrix into a translation, rotation and scaling components of the provided node
3247
+ * @param node the node to decompose the matrix to
3248
+ * @returns true if operation was successful
3249
+ */
3250
+ decomposeToTransformNode(node: any): boolean;
3251
+ /**
3252
+ * Decomposes the current Matrix into a translation, rotation and scaling components
3253
+ * @param scale defines the scale vector3 given as a reference to update
3254
+ * @param rotation defines the rotation quaternion given as a reference to update
3255
+ * @param translation defines the translation vector3 given as a reference to update
3256
+ * @param preserveScalingNode Use scaling sign coming from this node. Otherwise scaling sign might change.
3257
+ * @returns true if operation was successful
3258
+ */
3259
+ decompose(scale: any, rotation: any, translation: any, preserveScalingNode: any): boolean;
3260
+ /**
3261
+ * Gets specific row of the matrix
3262
+ * @param index defines the number of the row to get
3263
+ * @returns the index-th row of the current matrix as a new Vector4
3264
+ */
3265
+ getRow(index: any): Vector4 | null;
3266
+ /**
3267
+ * Gets specific row of the matrix to ref
3268
+ * @param index defines the number of the row to get
3269
+ * @param rowVector vector to store the index-th row of the current matrix
3270
+ * @returns the current matrix
3271
+ */
3272
+ getRowToRef(index: any, rowVector: any): Matrix;
3273
+ /**
3274
+ * Sets the index-th row of the current matrix to the vector4 values
3275
+ * @param index defines the number of the row to set
3276
+ * @param row defines the target vector4
3277
+ * @returns the updated current matrix
3278
+ */
3279
+ setRow(index: any, row: any): Matrix;
3280
+ /**
3281
+ * Compute the transpose of the matrix
3282
+ * @returns the new transposed matrix
3283
+ */
3284
+ transpose(): Matrix;
3285
+ /**
3286
+ * Compute the transpose of the matrix and store it in a given matrix
3287
+ * @param result defines the target matrix
3288
+ * @returns the current matrix
3289
+ */
3290
+ transposeToRef(result: any): Matrix;
3291
+ /**
3292
+ * Sets the index-th row of the current matrix with the given 4 x float values
3293
+ * @param index defines the row index
3294
+ * @param x defines the x component to set
3295
+ * @param y defines the y component to set
3296
+ * @param z defines the z component to set
3297
+ * @param w defines the w component to set
3298
+ * @returns the updated current matrix
3299
+ */
3300
+ setRowFromFloats(index: any, x: any, y: any, z: any, w: any): Matrix;
3301
+ /**
3302
+ * Compute a new matrix set with the current matrix values multiplied by scale (float)
3303
+ * @param scale defines the scale factor
3304
+ * @returns a new matrix
3305
+ */
3306
+ scale(scale: any): Matrix;
3307
+ /**
3308
+ * Scale the current matrix values by a factor to a given result matrix
3309
+ * @param scale defines the scale factor
3310
+ * @param result defines the matrix to store the result
3311
+ * @returns the current matrix
3312
+ */
3313
+ scaleToRef(scale: any, result: any): Matrix;
3314
+ /**
3315
+ * Scale the current matrix values by a factor and add the result to a given matrix
3316
+ * @param scale defines the scale factor
3317
+ * @param result defines the Matrix to store the result
3318
+ * @returns the current matrix
3319
+ */
3320
+ scaleAndAddToRef(scale: any, result: any): Matrix;
3321
+ /**
3322
+ * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
3323
+ * @param ref matrix to store the result
3324
+ */
3325
+ toNormalMatrix(ref: any): void;
3326
+ /**
3327
+ * Gets only rotation part of the current matrix
3328
+ * @returns a new matrix sets to the extracted rotation matrix from the current one
3329
+ */
3330
+ getRotationMatrix(): Matrix;
3331
+ /**
3332
+ * Extracts the rotation matrix from the current one and sets it as the given "result"
3333
+ * @param result defines the target matrix to store data to
3334
+ * @returns the current matrix
3335
+ */
3336
+ getRotationMatrixToRef(result: any): Matrix;
3337
+ /**
3338
+ * Toggles model matrix from being right handed to left handed in place and vice versa
3339
+ */
3340
+ toggleModelMatrixHandInPlace(): void;
3341
+ /**
3342
+ * Toggles projection matrix from being right handed to left handed in place and vice versa
3343
+ */
3344
+ toggleProjectionMatrixHandInPlace(): void;
3345
+ }
3346
+ export namespace Matrix {
3347
+ const _UpdateFlagSeed: number;
3348
+ const _IdentityReadOnly: Matrix;
3349
+ }
3350
+ /**
3351
+ * @internal
3352
+ */
3353
+ export class TmpVectors {
3354
+ }
3355
+ export namespace TmpVectors {
3356
+ const Vector2: [Vector2, Vector2, Vector2];
3357
+ const Vector3: [Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3, Vector3];
3358
+ const Vector4: [Vector4, Vector4, Vector4];
3359
+ const Quaternion: [Quaternion, Quaternion];
3360
+ const Matrix: [Matrix, Matrix, Matrix, Matrix, Matrix, Matrix, Matrix, Matrix];
3361
+ }