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@@ -0,0 +1,368 @@
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+declare module BABYLON {
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+ class Color3 {
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+ public r: number;
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+ public g: number;
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+ public b: number;
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+ constructor(r?: number, g?: number, b?: number);
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+ public toString(): string;
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+ public toArray(array: number[], index?: number): void;
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+ public toColor4(alpha?: number): Color4;
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+ public asArray(): number[];
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+ public toLuminance(): number;
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+ public multiply(otherColor: Color3): Color3;
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+ public multiplyToRef(otherColor: Color3, result: Color3): void;
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+ public equals(otherColor: Color3): boolean;
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+ public scale(scale: number): Color3;
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+ public scaleToRef(scale: number, result: Color3): void;
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+ public add(otherColor: Color3): Color3;
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+ public addToRef(otherColor: Color3, result: Color3): void;
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+ public subtract(otherColor: Color3): Color3;
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+ public subtractToRef(otherColor: Color3, result: Color3): void;
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+ public clone(): Color3;
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+ public copyFrom(source: Color3): void;
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+ public copyFromFloats(r: number, g: number, b: number): void;
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+ static FromArray(array: number[]): Color3;
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+ static FromInts(r: number, g: number, b: number): Color3;
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+ static Lerp(start: Color3, end: Color3, amount: number): Color3;
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+ static Red(): Color3;
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+ static Green(): Color3;
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+ static Blue(): Color3;
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+ static Black(): Color3;
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+ static White(): Color3;
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+ static Purple(): Color3;
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+ static Magenta(): Color3;
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+ static Yellow(): Color3;
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+ static Gray(): Color3;
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+ }
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+ class Color4 {
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+ public r: number;
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+ public g: number;
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+ public b: number;
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+ public a: number;
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+ constructor(r: number, g: number, b: number, a: number);
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+ public addInPlace(right: any): void;
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+ public asArray(): number[];
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+ public toArray(array: number[], index?: number): void;
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+ public add(right: Color4): Color4;
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+ public subtract(right: Color4): Color4;
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+ public subtractToRef(right: Color4, result: Color4): void;
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+ public scale(scale: number): Color4;
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+ public scaleToRef(scale: number, result: Color4): void;
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+ public toString(): string;
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+ public clone(): Color4;
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+ static Lerp(left: Color4, right: Color4, amount: number): Color4;
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+ static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
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+ static FromArray(array: number[], offset?: number): Color4;
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+ static FromInts(r: number, g: number, b: number, a: number): Color4;
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+ }
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+ class Vector2 {
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+ public x: number;
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+ public y: number;
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+ constructor(x: number, y: number);
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+ public toString(): string;
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+ public toArray(array: number[], index?: number): void;
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+ public asArray(): number[];
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+ public copyFrom(source: Vector2): void;
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+ public copyFromFloats(x: number, y: number): void;
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+ public add(otherVector: Vector2): Vector2;
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+ public addVector3(otherVector: Vector3): Vector2;
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+ public subtract(otherVector: Vector2): Vector2;
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+ public subtractInPlace(otherVector: Vector2): void;
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+ public multiplyInPlace(otherVector: Vector2): void;
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+ public multiply(otherVector: Vector2): Vector2;
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+ public multiplyToRef(otherVector: Vector2, result: Vector2): void;
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+ public multiplyByFloats(x: number, y: number): Vector2;
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+ public divide(otherVector: Vector2): Vector2;
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+ public divideToRef(otherVector: Vector2, result: Vector2): void;
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+ public negate(): Vector2;
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+ public scaleInPlace(scale: number): Vector2;
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+ public scale(scale: number): Vector2;
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+ public equals(otherVector: Vector2): boolean;
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+ public length(): number;
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+ public lengthSquared(): number;
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+ public normalize(): Vector2;
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+ public clone(): Vector2;
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+ static Zero(): Vector2;
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+ static FromArray(array: number[], offset?: number): Vector2;
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+ static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
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+ static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
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+ static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
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+ static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
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+ static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
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+ static Dot(left: Vector2, right: Vector2): number;
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+ static Normalize(vector: Vector2): Vector2;
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+ static Minimize(left: Vector2, right: Vector2): Vector2;
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+ static Maximize(left: Vector2, right: Vector2): Vector2;
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+ static Transform(vector: Vector2, transformation: Matrix): Vector2;
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+ static Distance(value1: Vector2, value2: Vector2): number;
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+ static DistanceSquared(value1: Vector2, value2: Vector2): number;
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+ }
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+ class Vector3 {
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+ public x: number;
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+ public y: number;
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+ public z: number;
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+ constructor(x: number, y: number, z: number);
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+ public toString(): string;
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+ public asArray(): number[];
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+ public toArray(array: number[], index?: number): void;
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+ public addInPlace(otherVector: Vector3): void;
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+ public add(otherVector: Vector3): Vector3;
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+ public addToRef(otherVector: Vector3, result: Vector3): void;
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+ public subtractInPlace(otherVector: Vector3): void;
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+ public subtract(otherVector: Vector3): Vector3;
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+ public subtractToRef(otherVector: Vector3, result: Vector3): void;
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+ public subtractFromFloats(x: number, y: number, z: number): Vector3;
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+ public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
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+ public negate(): Vector3;
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+ public scaleInPlace(scale: number): Vector3;
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+ public scale(scale: number): Vector3;
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+ public scaleToRef(scale: number, result: Vector3): void;
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+ public equals(otherVector: Vector3): boolean;
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+ public equalsWithEpsilon(otherVector: Vector3): boolean;
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+ public equalsToFloats(x: number, y: number, z: number): boolean;
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+ public multiplyInPlace(otherVector: Vector3): void;
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+ public multiply(otherVector: Vector3): Vector3;
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+ public multiplyToRef(otherVector: Vector3, result: Vector3): void;
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+ public multiplyByFloats(x: number, y: number, z: number): Vector3;
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+ public divide(otherVector: Vector3): Vector3;
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+ public divideToRef(otherVector: Vector3, result: Vector3): void;
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+ public MinimizeInPlace(other: Vector3): void;
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+ public MaximizeInPlace(other: Vector3): void;
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+ public length(): number;
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+ public lengthSquared(): number;
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+ public normalize(): Vector3;
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+ public clone(): Vector3;
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+ public copyFrom(source: Vector3): void;
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+ public copyFromFloats(x: number, y: number, z: number): void;
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+ static FromArray(array: number[], offset?: number): Vector3;
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+ static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
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+ static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
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+ static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
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+ static Zero(): Vector3;
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+ static Up(): Vector3;
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+ static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
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+ static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
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+ static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
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+ static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
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+ static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
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+ static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
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+ static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
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+ static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
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+ static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
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+ static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
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+ static Dot(left: Vector3, right: Vector3): number;
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+ static Cross(left: Vector3, right: Vector3): Vector3;
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+ static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
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+ static Normalize(vector: Vector3): Vector3;
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+ static NormalizeToRef(vector: Vector3, result: Vector3): void;
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+ static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
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+ static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
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+ static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
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+ static Minimize(left: Vector3, right: Vector3): Vector3;
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+ static Maximize(left: Vector3, right: Vector3): Vector3;
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+ static Distance(value1: Vector3, value2: Vector3): number;
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+ static DistanceSquared(value1: Vector3, value2: Vector3): number;
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+ static Center(value1: Vector3, value2: Vector3): Vector3;
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+ }
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+ class Vector4 {
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+ public x: number;
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+ public y: number;
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+ public z: number;
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+ public w: number;
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+ constructor(x: number, y: number, z: number, w: number);
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+ public toString(): string;
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+ public asArray(): number[];
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+ public toArray(array: number[], index?: number): void;
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+ public addInPlace(otherVector: Vector4): void;
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+ public add(otherVector: Vector4): Vector4;
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+ public addToRef(otherVector: Vector4, result: Vector4): void;
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+ public subtractInPlace(otherVector: Vector4): void;
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+ public subtract(otherVector: Vector4): Vector4;
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+ public subtractToRef(otherVector: Vector4, result: Vector4): void;
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+ public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
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+ public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
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+ public negate(): Vector4;
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+ public scaleInPlace(scale: number): Vector4;
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+ public scale(scale: number): Vector4;
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+ public scaleToRef(scale: number, result: Vector4): void;
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+ public equals(otherVector: Vector4): boolean;
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+ public equalsWithEpsilon(otherVector: Vector4): boolean;
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+ public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
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+ public multiplyInPlace(otherVector: Vector4): void;
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+ public multiply(otherVector: Vector4): Vector4;
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+ public multiplyToRef(otherVector: Vector4, result: Vector4): void;
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+ public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
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+ public divide(otherVector: Vector4): Vector4;
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+ public divideToRef(otherVector: Vector4, result: Vector4): void;
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+ public MinimizeInPlace(other: Vector4): void;
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+ public MaximizeInPlace(other: Vector4): void;
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+ public length(): number;
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+ public lengthSquared(): number;
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+ public normalize(): Vector4;
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+ public clone(): Vector4;
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+ public copyFrom(source: Vector4): void;
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+ public copyFromFloats(x: number, y: number, z: number, w: number): void;
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+ static FromArray(array: number[], offset?: number): Vector4;
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+ static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
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+ static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
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+ static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
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+ static Zero(): Vector4;
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+ static Normalize(vector: Vector4): Vector4;
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+ static NormalizeToRef(vector: Vector4, result: Vector4): void;
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+ static Minimize(left: Vector4, right: Vector4): Vector4;
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+ static Maximize(left: Vector4, right: Vector4): Vector4;
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+ static Distance(value1: Vector4, value2: Vector4): number;
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+ static DistanceSquared(value1: Vector4, value2: Vector4): number;
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+ static Center(value1: Vector4, value2: Vector4): Vector4;
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+ }
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+ class Quaternion {
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+ public x: number;
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+ public y: number;
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+ public z: number;
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+ public w: number;
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+ constructor(x?: number, y?: number, z?: number, w?: number);
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+ public toString(): string;
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+ public asArray(): number[];
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+ public equals(otherQuaternion: Quaternion): boolean;
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+ public clone(): Quaternion;
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+ public copyFrom(other: Quaternion): void;
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+ public copyFromFloats(x: number, y: number, z: number, w: number): void;
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+ public add(other: Quaternion): Quaternion;
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+ public subtract(other: Quaternion): Quaternion;
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+ public scale(value: number): Quaternion;
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+ public multiply(q1: Quaternion): Quaternion;
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+ public multiplyToRef(q1: Quaternion, result: Quaternion): void;
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+ public length(): number;
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+ public normalize(): void;
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+ public toEulerAngles(): Vector3;
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+ public toEulerAnglesToRef(result: Vector3): void;
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+ public toRotationMatrix(result: Matrix): void;
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+ public fromRotationMatrix(matrix: Matrix): void;
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+ static Inverse(q: Quaternion): Quaternion;
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+ static RotationAxis(axis: Vector3, angle: number): Quaternion;
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+ static FromArray(array: number[], offset?: number): Quaternion;
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+ static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
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+ static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
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+ static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
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+ }
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+ class Matrix {
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+ private static _tempQuaternion;
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+ private static _xAxis;
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+ private static _yAxis;
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+ private static _zAxis;
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+ public m: Float32Array;
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+ public isIdentity(): boolean;
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+ public determinant(): number;
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+ public toArray(): Float32Array;
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+ public asArray(): Float32Array;
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+ public invert(): void;
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+ public invertToRef(other: Matrix): void;
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+ public setTranslation(vector3: Vector3): void;
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+ public multiply(other: Matrix): Matrix;
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+ public copyFrom(other: Matrix): void;
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+ public copyToArray(array: Float32Array, offset?: number): void;
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+ public multiplyToRef(other: Matrix, result: Matrix): void;
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+ public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
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+ public equals(value: Matrix): boolean;
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+ public clone(): Matrix;
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+ static FromArray(array: number[], offset?: number): Matrix;
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+ static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
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+ static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
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+ static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
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+ static Identity(): Matrix;
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+ static IdentityToRef(result: Matrix): void;
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+ static Zero(): Matrix;
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+ static RotationX(angle: number): Matrix;
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+ static Invert(source: Matrix): Matrix;
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+ static RotationXToRef(angle: number, result: Matrix): void;
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+ static RotationY(angle: number): Matrix;
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+ static RotationYToRef(angle: number, result: Matrix): void;
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+ static RotationZ(angle: number): Matrix;
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+ static RotationZToRef(angle: number, result: Matrix): void;
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+ static RotationAxis(axis: Vector3, angle: number): Matrix;
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+ static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
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+ static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
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+ static Scaling(x: number, y: number, z: number): Matrix;
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+ static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
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+ static Translation(x: number, y: number, z: number): Matrix;
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+ static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
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+ static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
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+ static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
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+ static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
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+ static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
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+ static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
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+ static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
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+ static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
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+ static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
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+ static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
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+ static Transpose(matrix: Matrix): Matrix;
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+ static Reflection(plane: Plane): Matrix;
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+ static ReflectionToRef(plane: Plane, result: Matrix): void;
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+ }
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+ class Plane {
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+ public normal: Vector3;
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+ public d: number;
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+ constructor(a: number, b: number, c: number, d: number);
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+ public asArray(): number[];
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+ public clone(): Plane;
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+ public normalize(): void;
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+ public transform(transformation: Matrix): Plane;
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+ public dotCoordinate(point: any): number;
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+ public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
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+ public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
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+ public signedDistanceTo(point: Vector3): number;
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+ static FromArray(array: number[]): Plane;
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+ static FromPoints(point1: any, point2: any, point3: any): Plane;
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+ static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
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+ static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
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+ }
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+ class Viewport {
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+ public x: number;
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+ public y: number;
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+ public width: number;
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+ public height: number;
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+ constructor(x: number, y: number, width: number, height: number);
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+ public toGlobal(engine: any): Viewport;
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+ }
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+ class Frustum {
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+ static GetPlanes(transform: Matrix): Plane[];
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+ static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
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+ }
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+ class Ray {
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+ public origin: Vector3;
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+ public direction: Vector3;
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+ public length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ public intersectsBox(box: BoundingBox): boolean;
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+ public intersectsSphere(sphere: any): boolean;
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+ public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ }
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+ enum Space {
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+ LOCAL = 0,
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+ WORLD = 1,
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+ }
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+ class Axis {
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+ static X: Vector3;
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+ static Y: Vector3;
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+ static Z: Vector3;
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+ }
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+ class BezierCurve {
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+ static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
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+ }
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+}
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