declare module BABYLON { class Animation { public name: string; public targetProperty: string; public framePerSecond: number; public dataType: number; public loopMode: number; private _keys; private _offsetsCache; private _highLimitsCache; private _stopped; public _target: any; private _easingFunction; public targetPropertyPath: string[]; public currentFrame: number; static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void; constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number); public isStopped(): boolean; public getKeys(): any[]; public getEasingFunction(): IEasingFunction; public setEasingFunction(easingFunction: EasingFunction): void; public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number; public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion; public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3; public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2; public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3; public clone(): Animation; public setKeys(values: any[]): void; private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?); public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean; private static _ANIMATIONTYPE_FLOAT; private static _ANIMATIONTYPE_VECTOR3; private static _ANIMATIONTYPE_QUATERNION; private static _ANIMATIONTYPE_MATRIX; private static _ANIMATIONTYPE_COLOR3; private static _ANIMATIONTYPE_VECTOR2; private static _ANIMATIONLOOPMODE_RELATIVE; private static _ANIMATIONLOOPMODE_CYCLE; private static _ANIMATIONLOOPMODE_CONSTANT; static ANIMATIONTYPE_FLOAT : number; static ANIMATIONTYPE_VECTOR3 : number; static ANIMATIONTYPE_VECTOR2 : number; static ANIMATIONTYPE_QUATERNION : number; static ANIMATIONTYPE_MATRIX : number; static ANIMATIONTYPE_COLOR3 : number; static ANIMATIONLOOPMODE_RELATIVE : number; static ANIMATIONLOOPMODE_CYCLE : number; static ANIMATIONLOOPMODE_CONSTANT : number; } }