viral-viewer-2 0.0.3 → 0.0.4

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@@ -0,0 +1,126 @@
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+ declare function addCustomMesh3(indices: any, vertices: any, material: any, callback: any): void;
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+ declare function addCustomMesh4(indices: any, vertices: any, material: any, instances: any, callback: any): void;
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+ declare function progressStructuralGeometries(json: any, callback: any): void;
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+ declare function progressNoneStructuralGeometries(json: any, callback: any): void;
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+ declare function rgbToHex(r: any, g: any, b: any): string;
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+ declare function componentToHex(c: any): any;
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+ declare class Matrix4 {
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+ constructor(...args: any[]);
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+ elements: number[];
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+ set(n11: any, n12: any, n13: any, n14: any, n21: any, n22: any, n23: any, n24: any, n31: any, n32: any, n33: any, n34: any, n41: any, n42: any, n43: any, n44: any): Matrix4;
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+ identity(): Matrix4;
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+ clone(): Matrix4;
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+ copy(m: any): Matrix4;
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+ copyPosition(m: any): Matrix4;
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+ setFromMatrix3(m: any): Matrix4;
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+ extractBasis(xAxis: any, yAxis: any, zAxis: any): Matrix4;
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+ makeBasis(xAxis: any, yAxis: any, zAxis: any): Matrix4;
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+ extractRotation(m: any): Matrix4;
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+ makeRotationFromEuler(euler: any): Matrix4;
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+ makeRotationFromQuaternion(q: any): Matrix4;
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+ lookAt(eye: any, target: any, up: any): Matrix4;
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+ multiply(m: any, n: any): Matrix4;
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+ premultiply(m: any): Matrix4;
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+ multiplyMatrices(a: any, b: any): Matrix4;
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+ multiplyScalar(s: any): Matrix4;
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+ determinant(): number;
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+ transpose(): Matrix4;
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+ setPosition(x: any, y: any, z: any): Matrix4;
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+ invert(): Matrix4;
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+ scale(v: any): Matrix4;
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+ getMaxScaleOnAxis(): number;
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+ makeTranslation(x: any, y: any, z: any): Matrix4;
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+ makeRotationX(theta: any): Matrix4;
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+ makeRotationY(theta: any): Matrix4;
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+ makeRotationZ(theta: any): Matrix4;
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+ makeRotationAxis(axis: any, angle: any): Matrix4;
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+ makeScale(x: any, y: any, z: any): Matrix4;
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+ makeShear(xy: any, xz: any, yx: any, yz: any, zx: any, zy: any): Matrix4;
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+ compose(position: any, quaternion: any, scale: any): Matrix4;
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+ decompose(position: any, quaternion: any, scale: any): Matrix4;
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+ makePerspective(left: any, right: any, top: any, bottom: any, near: any, far: any): Matrix4;
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+ makeOrthographic(left: any, right: any, top: any, bottom: any, near: any, far: any): Matrix4;
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+ equals(matrix: any): boolean;
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+ fromArray(array: any, offset?: number): Matrix4;
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+ toArray(array?: any[], offset?: number): any[];
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+ isMatrix4: boolean;
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+ }
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+ declare class Vector3 {
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+ constructor(x?: number, y?: number, z?: number);
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+ x: number;
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+ y: number;
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+ z: number;
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+ set(x: any, y: any, z: any): Vector3;
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+ setScalar(scalar: any): Vector3;
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+ setX(x: any): Vector3;
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+ setY(y: any): Vector3;
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+ setZ(z: any): Vector3;
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+ setComponent(index: any, value: any): Vector3;
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+ getComponent(index: any): number;
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+ clone(): any;
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+ copy(v: any): Vector3;
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+ add(v: any, w: any): Vector3;
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+ addScalar(s: any): Vector3;
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+ addVectors(a: any, b: any): Vector3;
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+ addScaledVector(v: any, s: any): Vector3;
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+ sub(v: any, w: any): Vector3;
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+ subScalar(s: any): Vector3;
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+ subVectors(a: any, b: any): Vector3;
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+ multiply(v: any, w: any): Vector3;
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+ multiplyScalar(scalar: any): Vector3;
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+ multiplyVectors(a: any, b: any): Vector3;
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+ applyEuler(euler: any): Vector3;
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+ applyAxisAngle(axis: any, angle: any): Vector3;
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+ applyMatrix3(m: any): Vector3;
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+ applyNormalMatrix(m: any): Vector3;
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+ applyMatrix4(m: any): Vector3;
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+ applyQuaternion(q: any): Vector3;
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+ project(camera: any): Vector3;
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+ unproject(camera: any): Vector3;
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+ transformDirection(m: any): Vector3;
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+ divide(v: any): Vector3;
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+ divideScalar(scalar: any): Vector3;
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+ min(v: any): Vector3;
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+ max(v: any): Vector3;
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+ clamp(min: any, max: any): Vector3;
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+ clampScalar(minVal: any, maxVal: any): Vector3;
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+ clampLength(min: any, max: any): Vector3;
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+ floor(): Vector3;
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+ ceil(): Vector3;
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+ round(): Vector3;
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+ roundToZero(): Vector3;
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+ negate(): Vector3;
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+ dot(v: any): number;
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+ lengthSq(): number;
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+ length(): number;
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+ manhattanLength(): number;
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+ normalize(): Vector3;
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+ setLength(length: any): Vector3;
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+ lerp(v: any, alpha: any): Vector3;
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+ lerpVectors(v1: any, v2: any, alpha: any): Vector3;
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+ cross(v: any, w: any): Vector3;
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+ crossVectors(a: any, b: any): Vector3;
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+ projectOnVector(v: any): Vector3;
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+ projectOnPlane(planeNormal: any): Vector3;
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+ reflect(normal: any): Vector3;
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+ angleTo(v: any): number;
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+ distanceTo(v: any): number;
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+ distanceToSquared(v: any): number;
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+ manhattanDistanceTo(v: any): number;
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+ setFromSpherical(s: any): Vector3;
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+ setFromSphericalCoords(radius: any, phi: any, theta: any): Vector3;
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+ setFromCylindrical(c: any): Vector3;
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+ setFromCylindricalCoords(radius: any, theta: any, y: any): Vector3;
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+ setFromMatrixPosition(m: any): Vector3;
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+ setFromMatrixScale(m: any): Vector3;
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+ setFromMatrixColumn(m: any, index: any): Vector3;
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+ setFromMatrix3Column(m: any, index: any): Vector3;
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+ equals(v: any): boolean;
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+ fromArray(array: any, offset?: number): Vector3;
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+ toArray(array?: any[], offset?: number): any[];
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+ fromBufferAttribute(attribute: any, index: any, offset: any): Vector3;
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+ random(): Vector3;
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+ randomDirection(): Vector3;
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+ isVector3: boolean;
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+ [Symbol.iterator](): Generator<number, void, unknown>;
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+ }