@mlightcad/geometry-engine 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +13 -0
- package/dist/geometry-engine.js +10186 -0
- package/dist/geometry-engine.umd.cjs +4 -0
- package/lib/geometry/AcGeArea2d.d.ts +61 -0
- package/lib/geometry/AcGeArea2d.d.ts.map +1 -0
- package/lib/geometry/AcGeArea2d.js +174 -0
- package/lib/geometry/AcGeArea2d.js.map +1 -0
- package/lib/geometry/AcGeCircArc2d.d.ts +108 -0
- package/lib/geometry/AcGeCircArc2d.d.ts.map +1 -0
- package/lib/geometry/AcGeCircArc2d.js +412 -0
- package/lib/geometry/AcGeCircArc2d.js.map +1 -0
- package/lib/geometry/AcGeCircArc3d.d.ts +138 -0
- package/lib/geometry/AcGeCircArc3d.d.ts.map +1 -0
- package/lib/geometry/AcGeCircArc3d.js +447 -0
- package/lib/geometry/AcGeCircArc3d.js.map +1 -0
- package/lib/geometry/AcGeCurve2d.d.ts +85 -0
- package/lib/geometry/AcGeCurve2d.d.ts.map +1 -0
- package/lib/geometry/AcGeCurve2d.js +213 -0
- package/lib/geometry/AcGeCurve2d.js.map +1 -0
- package/lib/geometry/AcGeCurve3d.d.ts +27 -0
- package/lib/geometry/AcGeCurve3d.d.ts.map +1 -0
- package/lib/geometry/AcGeCurve3d.js +29 -0
- package/lib/geometry/AcGeCurve3d.js.map +1 -0
- package/lib/geometry/AcGeEllipseArc2d.d.ts +105 -0
- package/lib/geometry/AcGeEllipseArc2d.d.ts.map +1 -0
- package/lib/geometry/AcGeEllipseArc2d.js +292 -0
- package/lib/geometry/AcGeEllipseArc2d.js.map +1 -0
- package/lib/geometry/AcGeEllipseArc3d.d.ts +141 -0
- package/lib/geometry/AcGeEllipseArc3d.d.ts.map +1 -0
- package/lib/geometry/AcGeEllipseArc3d.js +442 -0
- package/lib/geometry/AcGeEllipseArc3d.js.map +1 -0
- package/lib/geometry/AcGeLine2d.d.ts +56 -0
- package/lib/geometry/AcGeLine2d.d.ts.map +1 -0
- package/lib/geometry/AcGeLine2d.js +125 -0
- package/lib/geometry/AcGeLine2d.js.map +1 -0
- package/lib/geometry/AcGeLine3d.d.ts +134 -0
- package/lib/geometry/AcGeLine3d.d.ts.map +1 -0
- package/lib/geometry/AcGeLine3d.js +291 -0
- package/lib/geometry/AcGeLine3d.js.map +1 -0
- package/lib/geometry/AcGeLoop2d.d.ts +59 -0
- package/lib/geometry/AcGeLoop2d.d.ts.map +1 -0
- package/lib/geometry/AcGeLoop2d.js +141 -0
- package/lib/geometry/AcGeLoop2d.js.map +1 -0
- package/lib/geometry/AcGePolyline2d.d.ts +90 -0
- package/lib/geometry/AcGePolyline2d.d.ts.map +1 -0
- package/lib/geometry/AcGePolyline2d.js +224 -0
- package/lib/geometry/AcGePolyline2d.js.map +1 -0
- package/lib/geometry/AcGeShape.d.ts +12 -0
- package/lib/geometry/AcGeShape.d.ts.map +1 -0
- package/lib/geometry/AcGeShape.js +22 -0
- package/lib/geometry/AcGeShape.js.map +1 -0
- package/lib/geometry/AcGeShape2d.d.ts +31 -0
- package/lib/geometry/AcGeShape2d.d.ts.map +1 -0
- package/lib/geometry/AcGeShape2d.js +51 -0
- package/lib/geometry/AcGeShape2d.js.map +1 -0
- package/lib/geometry/AcGeShape3d.d.ts +33 -0
- package/lib/geometry/AcGeShape3d.d.ts.map +1 -0
- package/lib/geometry/AcGeShape3d.js +52 -0
- package/lib/geometry/AcGeShape3d.js.map +1 -0
- package/lib/geometry/AcGeSpline3d.d.ts +77 -0
- package/lib/geometry/AcGeSpline3d.d.ts.map +1 -0
- package/lib/geometry/AcGeSpline3d.js +221 -0
- package/lib/geometry/AcGeSpline3d.js.map +1 -0
- package/lib/geometry/index.d.ts +13 -0
- package/lib/geometry/index.d.ts.map +1 -0
- package/lib/geometry/index.js +13 -0
- package/lib/geometry/index.js.map +1 -0
- package/lib/index.d.ts +4 -0
- package/lib/index.d.ts.map +1 -0
- package/lib/index.js +4 -0
- package/lib/index.js.map +1 -0
- package/lib/math/AcGeBox2d.d.ts +173 -0
- package/lib/math/AcGeBox2d.d.ts.map +1 -0
- package/lib/math/AcGeBox2d.js +289 -0
- package/lib/math/AcGeBox2d.js.map +1 -0
- package/lib/math/AcGeBox3d.d.ts +195 -0
- package/lib/math/AcGeBox3d.d.ts.map +1 -0
- package/lib/math/AcGeBox3d.js +378 -0
- package/lib/math/AcGeBox3d.js.map +1 -0
- package/lib/math/AcGeEuler.d.ts +133 -0
- package/lib/math/AcGeEuler.d.ts.map +1 -0
- package/lib/math/AcGeEuler.js +358 -0
- package/lib/math/AcGeEuler.js.map +1 -0
- package/lib/math/AcGeMatrix2d.d.ts +203 -0
- package/lib/math/AcGeMatrix2d.d.ts.map +1 -0
- package/lib/math/AcGeMatrix2d.js +393 -0
- package/lib/math/AcGeMatrix2d.js.map +1 -0
- package/lib/math/AcGeMatrix3d.d.ts +279 -0
- package/lib/math/AcGeMatrix3d.d.ts.map +1 -0
- package/lib/math/AcGeMatrix3d.js +1037 -0
- package/lib/math/AcGeMatrix3d.js.map +1 -0
- package/lib/math/AcGePlane.d.ts +131 -0
- package/lib/math/AcGePlane.d.ts.map +1 -0
- package/lib/math/AcGePlane.js +218 -0
- package/lib/math/AcGePlane.js.map +1 -0
- package/lib/math/AcGePoint.d.ts +4 -0
- package/lib/math/AcGePoint.d.ts.map +1 -0
- package/lib/math/AcGePoint.js +2 -0
- package/lib/math/AcGePoint.js.map +1 -0
- package/lib/math/AcGePoint2d.d.ts +17 -0
- package/lib/math/AcGePoint2d.d.ts.map +1 -0
- package/lib/math/AcGePoint2d.js +40 -0
- package/lib/math/AcGePoint2d.js.map +1 -0
- package/lib/math/AcGePoint3d.d.ts +18 -0
- package/lib/math/AcGePoint3d.d.ts.map +1 -0
- package/lib/math/AcGePoint3d.js +43 -0
- package/lib/math/AcGePoint3d.js.map +1 -0
- package/lib/math/AcGeQuaternion.d.ts +230 -0
- package/lib/math/AcGeQuaternion.d.ts.map +1 -0
- package/lib/math/AcGeQuaternion.js +666 -0
- package/lib/math/AcGeQuaternion.js.map +1 -0
- package/lib/math/AcGeVector.d.ts +9 -0
- package/lib/math/AcGeVector.d.ts.map +1 -0
- package/lib/math/AcGeVector.js +2 -0
- package/lib/math/AcGeVector.js.map +1 -0
- package/lib/math/AcGeVector2d.d.ts +361 -0
- package/lib/math/AcGeVector2d.d.ts.map +1 -0
- package/lib/math/AcGeVector2d.js +622 -0
- package/lib/math/AcGeVector2d.js.map +1 -0
- package/lib/math/AcGeVector3d.d.ts +493 -0
- package/lib/math/AcGeVector3d.d.ts.map +1 -0
- package/lib/math/AcGeVector3d.js +868 -0
- package/lib/math/AcGeVector3d.js.map +1 -0
- package/lib/math/index.d.ts +14 -0
- package/lib/math/index.d.ts.map +1 -0
- package/lib/math/index.js +14 -0
- package/lib/math/index.js.map +1 -0
- package/lib/util/AcGeConstants.d.ts +19 -0
- package/lib/util/AcGeConstants.d.ts.map +1 -0
- package/lib/util/AcGeConstants.js +25 -0
- package/lib/util/AcGeConstants.js.map +1 -0
- package/lib/util/AcGeGeometryUtil.d.ts +16 -0
- package/lib/util/AcGeGeometryUtil.d.ts.map +1 -0
- package/lib/util/AcGeGeometryUtil.js +56 -0
- package/lib/util/AcGeGeometryUtil.js.map +1 -0
- package/lib/util/AcGeMathUtil.d.ts +203 -0
- package/lib/util/AcGeMathUtil.d.ts.map +1 -0
- package/lib/util/AcGeMathUtil.js +585 -0
- package/lib/util/AcGeMathUtil.js.map +1 -0
- package/lib/util/AcGeTol.d.ts +91 -0
- package/lib/util/AcGeTol.d.ts.map +1 -0
- package/lib/util/AcGeTol.js +83 -0
- package/lib/util/AcGeTol.js.map +1 -0
- package/lib/util/index.d.ts +5 -0
- package/lib/util/index.d.ts.map +1 -0
- package/lib/util/index.js +5 -0
- package/lib/util/index.js.map +1 -0
- package/package.json +42 -0
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import { AcGeMatrix2d } from './AcGeMatrix2d';
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import { AcGeQuaternion } from './AcGeQuaternion';
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import { AcGeVector3d, AcGeVector3dLike } from './AcGeVector3d';
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/**
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* The class representing a 4x4 matrix.
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*/
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export declare class AcGeMatrix3d {
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/**
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* Identity matrix.
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*/
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static IDENTITY: Readonly<AcGeMatrix3d>;
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/**
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* A column-major list of matrix values.
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*/
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elements: number[];
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/**
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* Create a 4x4 matrix with the given arguments in row-major order. If no arguments are provided,
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* the constructor initializes the Matrix4 to the 4x4 identity matrix.
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*
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* @param n11 Input element in the first row and the first column
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* @param n12 Input element in the first row and the second column
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* @param n13 Input element in the first row and the third column
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* @param n14 Input element in the first row and the forth column
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* @param n21 Input element in the second row and the first column
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* @param n22 Input element in the second row and the second column
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* @param n23 Input element in the second row and the third column
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* @param n24 Input element in the second row and the forth column
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* @param n31 Input element in the third row and the first column
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* @param n32 Input element in the third row and the second column
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* @param n33 Input element in the third row and the third column
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* @param n34 Input element in the third row and the forth column
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* @param n41 Input element in the forth row and the first column
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* @param n42 Input element in the forth row and the second column
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* @param n43 Input element in the forth row and the third column
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* @param n44 Input element in the forth row and the forth column
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*/
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constructor(n11?: number, n12?: number, n13?: number, n14?: number, n21?: number, n22?: number, n23?: number, n24?: number, n31?: number, n32?: number, n33?: number, n34?: number, n41?: number, n42?: number, n43?: number, n44?: number);
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/**
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* Set the elements of this matrix to the supplied row-major values n11, n12, ... n44.
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*
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* @param n11 Input element in the first row and the first column
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* @param n12 Input element in the first row and the second column
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* @param n13 Input element in the first row and the third column
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* @param n14 Input element in the first row and the forth column
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* @param n21 Input element in the second row and the first column
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* @param n22 Input element in the second row and the second column
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* @param n23 Input element in the second row and the third column
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* @param n24 Input element in the second row and the forth column
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* @param n31 Input element in the third row and the first column
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* @param n32 Input element in the third row and the second column
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* @param n33 Input element in the third row and the third column
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* @param n34 Input element in the third row and the forth column
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* @param n41 Input element in the forth row and the first column
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* @param n42 Input element in the forth row and the second column
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* @param n43 Input element in the forth row and the third column
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* @param n44 Input element in the forth row and the forth column
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* @returns Return this matrix
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*/
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set(n11: number, n12: number, n13: number, n14: number, n21: number, n22: number, n23: number, n24: number, n31: number, n32: number, n33: number, n34: number, n41: number, n42: number, n43: number, n44: number): this;
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/**
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* Reset this matrix to the identity matrix.
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* @returns Return this matrix
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*/
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identity(): this;
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clone(): AcGeMatrix3d;
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/**
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* Copy the elements of matrix m into this matrix.
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* @param m Input one matrix copied from
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* @returns Return this matrix
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*/
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copy(m: AcGeMatrix3d): this;
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/**
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* Copy the translation component of the supplied matrix m into this matrix's translation component.
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* @param m Input the matrix copied from
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* @returns Return this matrix
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*/
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copyPosition(m: AcGeMatrix3d): this;
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/**
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* Set the upper 3x3 elements of this matrix to the values of the 3x3 matrix m.
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* @param m Input one 3x3 matrix
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* @returns Return this matrix
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*/
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setFromMatrix3(m: AcGeMatrix2d): this;
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/**
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* Create transform matrix according to the given the normalized extrusion vector
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* @param extrusion Input the normalized extrusion vector
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* @returns Return this matrix
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*/
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setFromExtrusionDirection(extrusion: AcGeVector3d): this;
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/**
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* Extracts the basis of this matrix into the three axis vectors provided.
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* @param xAxis Input X axis vector
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* @param yAxis Input Y axis vector
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* @param zAxis Input Z axis vector
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* @returns Return this matrix
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*/
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extractBasis(xAxis: AcGeVector3d, yAxis: AcGeVector3d, zAxis: AcGeVector3d): this;
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/**
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* Set this to the basis matrix consisting of the three provided basis vectors:
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* @param xAxis Input X axis vector
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* @param yAxis Input Y axis vector
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* @param zAxis Input Z axis vector
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* @returns Return this matrix
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*/
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makeBasis(xAxis: AcGeVector3dLike, yAxis: AcGeVector3dLike, zAxis: AcGeVector3dLike): this;
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/**
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* Extracts the rotation component of the supplied matrix m into this matrix's rotation component.
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* @param m Input one 4x4 matrix
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* @returns Return this matrix
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*/
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extractRotation(m: AcGeMatrix3d): this;
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/**
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* Set the rotation component of this matrix to the rotation specified by q
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* @param q Input one uaternion
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* @returns Return this matrix
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*/
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makeRotationFromQuaternion(q: AcGeQuaternion): this;
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/**
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* Construct a rotation matrix, looking from eye towards target oriented by the up vector.
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* @param eye Input eye vector
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* @param target Input target vector
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* @param up Input up vector
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* @returns Return this matrix
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*/
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lookAt(eye: AcGeVector3d, target: AcGeVector3d, up: AcGeVector3d): this;
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/**
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* Post-multiply this matrix by m.
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* @param m Input one 4x4 matrix
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* @returns Return this matrix
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*/
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multiply(m: AcGeMatrix3d): this;
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/**
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* Pre-multiply this matrix by m.
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* @param m Input one 4x4 matrix
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* @returns Return this matrix
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*/
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premultiply(m: AcGeMatrix3d): this;
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/**
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* Set this matrix to a x b.
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* @param a Input one 4x4 matrix
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* @param b Input one 4x4 matrix
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* @returns Return this matrix
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*/
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multiplyMatrices(a: AcGeMatrix3d, b: AcGeMatrix3d): this;
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/**
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* Multiply every component of the matrix by a scalar value s.
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* @param s Input one scalar value
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* @returns Return this matrix
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*/
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multiplyScalar(s: number): this;
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/**
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* Compute and return the determinant of this matrix.
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* @returns Return the determinant of this matrix.
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*/
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determinant(): number;
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/**
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* Transposes this matrix.
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* @returns Return this matrix
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*/
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transpose(): this;
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/**
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* Set the position component for this matrix from vector v, without affecting the rest of the matrix.
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* @param x Input one number or one vector
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* @param y Input one number
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* @param z Input one number
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* @returns Return this matrix
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*/
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setPosition(x: number | AcGeVector3d, y: number, z: number): this;
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/**
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* Invert this matrix, using the analytic method. You can not invert with a determinant of zero.
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* If you attempt this, the method produces a zero matrix instead.
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* @returns Return this matrix
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*/
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invert(): this;
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/**
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* Multiply the columns of this matrix by vector v.
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* @param v Input one vector
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* @returns Return this matrix
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*/
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scale(v: AcGeVector3d): this;
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/**
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* Get the maximum scale value of the 3 axes.
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* @returns Return the maximum scale value of the 3 axes.
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*/
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getMaxScaleOnAxis(): number;
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/**
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* Set this matrix as a translation transform from vector v, or numbers x, y and z.
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* @param x Input one vector or one number
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* @param y Input one number
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* @param z Input one number
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* @returns Return this matrix
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*/
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makeTranslation(x: number | AcGeVector3d, y?: number, z?: number): this;
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/**
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* Set this matrix as a rotational transformation around the X axis by theta (θ) radians.
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* @param theta Input rotation angle in radians.
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* @returns Return this matrix
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*/
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makeRotationX(theta: number): this;
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/**
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* Set this matrix as a rotational transformation around the Y axis by theta (θ) radians.
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* @param theta Input rotation angle in radians.
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* @returns Return this matrix
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*/
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makeRotationY(theta: number): this;
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/**
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* Set this matrix as a rotational transformation around the Z axis by theta (θ) radians.
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* @param theta Input rotation angle in radians.
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|
+
* @returns Return this matrix
|
210
|
+
*/
|
211
|
+
makeRotationZ(theta: number): this;
|
212
|
+
/**
|
213
|
+
* Set this matrix as rotation transform around axis by theta radians.
|
214
|
+
* @param axis Input rotation axis, should be normalized.
|
215
|
+
* @param angle Input rotation angle in radians.
|
216
|
+
* @returns Return this matrix
|
217
|
+
*/
|
218
|
+
makeRotationAxis(axis: AcGeVector3d, angle: number): this;
|
219
|
+
/**
|
220
|
+
* Set this matrix as scale transform.
|
221
|
+
* @param x Input x scale
|
222
|
+
* @param y Input y scale
|
223
|
+
* @param z Input z scale
|
224
|
+
* @returns Return this matrix
|
225
|
+
*/
|
226
|
+
makeScale(x: number, y: number, z: number): this;
|
227
|
+
/**
|
228
|
+
* Set this matrix as a shear transform.
|
229
|
+
* @param xy Input the amount to shear X by Y.
|
230
|
+
* @param xz Input the amount to shear X by Z.
|
231
|
+
* @param yx Input the amount to shear Y by X.
|
232
|
+
* @param yz Input the amount to shear Y by Z.
|
233
|
+
* @param zx Input the amount to shear Z by X.
|
234
|
+
* @param zy Input the amount to shear Z by Y.
|
235
|
+
* @returns Return this matrix
|
236
|
+
*/
|
237
|
+
makeShear(xy: number, xz: number, yx: number, yz: number, zx: number, zy: number): this;
|
238
|
+
/**
|
239
|
+
* Set this matrix to the transformation composed of position, quaternion and scale.
|
240
|
+
* @param position Input position
|
241
|
+
* @param quaternion Input quaternion
|
242
|
+
* @param scale Input scale
|
243
|
+
* @returns Return this matrix
|
244
|
+
*/
|
245
|
+
compose(position: AcGeVector3d, quaternion: AcGeQuaternion, scale: AcGeVector3d): this;
|
246
|
+
/**
|
247
|
+
* Decompose this matrix into its position, quaternion and scale components.
|
248
|
+
*
|
249
|
+
* Note: Not all matrices are decomposable in this way. For example, if an object has a non-uniformly
|
250
|
+
* scaled parent, then the object's world matrix may not be decomposable, and this method may not be
|
251
|
+
* appropriate.
|
252
|
+
* @param position Input position to output
|
253
|
+
* @param quaternion Input quaternion to output
|
254
|
+
* @param scale Input scale to output
|
255
|
+
* @returns Return this matrix
|
256
|
+
*/
|
257
|
+
decompose(position: AcGeVector3d, quaternion: AcGeQuaternion, scale: AcGeVector3d): this;
|
258
|
+
/**
|
259
|
+
* Return true if this matrix and m are equal.
|
260
|
+
* @param matrix Input one matrix to compare
|
261
|
+
* @returns Return true if this matrix and m are equal.
|
262
|
+
*/
|
263
|
+
equals(matrix: AcGeMatrix3d): boolean;
|
264
|
+
/**
|
265
|
+
* Set the elements of this matrix based on an array in column-major format.
|
266
|
+
* @param array Input the array to read the elements from.
|
267
|
+
* @param offset Input (optional) offset into the array. Default is 0.
|
268
|
+
* @returns
|
269
|
+
*/
|
270
|
+
fromArray(array: number[], offset?: number): this;
|
271
|
+
/**
|
272
|
+
* Write the elements of this matrix to an array in column-major format.
|
273
|
+
* @param array Input (optional) array to store the resulting vector in.
|
274
|
+
* @param offset Input (optional) offset in the array at which to put the result.
|
275
|
+
* @returns Return an array in column-major format by writing the elements of this matrix to it
|
276
|
+
*/
|
277
|
+
toArray(array?: number[], offset?: number): number[];
|
278
|
+
}
|
279
|
+
//# sourceMappingURL=AcGeMatrix3d.d.ts.map
|
@@ -0,0 +1 @@
|
|
1
|
+
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