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@bitbybit-dev/base

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Bit By Bit Developers Base CAD Library to Program Geometry

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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[]; } }