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