@bitbybit-dev/base
Version:
Bit By Bit Developers Base CAD Library to Program Geometry
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TypeScript
import { Base } from "./base-inputs";
export declare namespace Transforms {
class RotationCenterAxisDto {
constructor(angle?: number, axis?: Base.Vector3, center?: Base.Point3);
/**
* Angle of rotation in degrees
* @default 90
* @minimum -Infinity
* @maximum Infinity
* @step 1
*/
angle: number;
/**
* Axis vector for rotation
* @default [0, 1, 0]
*/
axis: Base.Vector3;
/**
* The center from which the axis is pointing
* @default [0, 0, 0]
*/
center: Base.Point3;
}
class RotationCenterDto {
constructor(angle?: number, center?: Base.Point3);
/**
* Angle of rotation in degrees
* @default 90
* @minimum -Infinity
* @maximum Infinity
* @step 1
*/
angle: number;
/**
* The center from which the axis is pointing
* @default [0, 0, 0]
*/
center: Base.Point3;
}
class RotationCenterYawPitchRollDto {
constructor(yaw?: number, pitch?: number, roll?: number, center?: Base.Point3);
/**
* Yaw angle (Rotation around X) in degrees
* @default 0
* @minimum -Infinity
* @maximum Infinity
* @step 1
*/
yaw: number;
/**
* Pitch angle (Rotation around Y) in degrees
* @default 0
* @minimum -Infinity
* @maximum Infinity
* @step 1
*/
pitch: number;
/**
* Roll angle (Rotation around Z) in degrees
* @default 0
* @minimum -Infinity
* @maximum Infinity
* @step 1
*/
roll: number;
/**
* The center from which the rotations are applied
* @default [0, 0, 0]
*/
center: Base.Point3;
}
class ScaleXYZDto {
constructor(scaleXyz?: Base.Vector3);
/**
* Scaling factors for each axis [1, 2, 1] means that Y axis will be scaled 200% and both x and z axis will remain on 100%
* @default [1, 1, 1]
*/
scaleXyz: Base.Vector3;
}
class StretchDirCenterDto {
constructor(scale?: number, center?: Base.Point3, direction?: Base.Vector3);
/** The center point around which to stretch.
* @default [0, 0, 0]
*/
center?: Base.Point3;
/** The direction vector along which to stretch. Does not need to be normalized initially.
* @default [0, 0, 1]
*/
direction?: Base.Vector3;
/** The scale factor to apply along the direction vector. 1.0 means no change.
* @default 2
* @minimum -Infinity
* @maximum Infinity
* @step 0.1
*/
scale?: number;
}
class ScaleCenterXYZDto {
constructor(center?: Base.Point3, scaleXyz?: Base.Vector3);
/**
* The center from which the scaling is applied
* @default [0, 0, 0]
*/
center: Base.Point3;
/**
* Scaling factors for each axis [1, 2, 1] means that Y axis will be scaled 200% and both x and z axis will remain on 100%
* @default [1, 1, 1]
*/
scaleXyz: Base.Vector3;
}
class UniformScaleDto {
constructor(scale?: number);
/**
* Uniform scale factor for all x, y, z directions. 1 will keep everything on original size, 2 will scale 200%;
* @default 1
* @minimum -Infinity
* @maximum Infinity
* @step 0.1
*/
scale: number;
}
class UniformScaleFromCenterDto {
constructor(scale?: number, center?: Base.Point3);
/**
* Scale factor for all x, y, z directions. 1 will keep everything on original size, 2 will scale 200%;
* @default 1
* @minimum -Infinity
* @maximum Infinity
* @step 0.1
*/
scale: number;
/**
* Center position of the scaling
* @default [0, 0, 0]
*/
center: Base.Point3;
}
class TranslationXYZDto {
constructor(translation?: Base.Vector3);
/**
* Translation vector with [x, y, z] distances
* @default [0, 0, 0]
*/
translation: Base.Vector3;
}
class TranslationsXYZDto {
constructor(translations?: Base.Vector3[]);
/**
* Translation vectors with [x, y, z] distances
* @default undefined
*/
translations: Base.Vector3[];
}
}