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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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