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@casual-simulation/aux-common

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import { Vector2 } from './Vector2'; /** * Defines a class that represents a 3D point in space. * @dochash types/math/vectors * @docorder 1 * @doctitle Vectors * @docsidebar Vectors * @docdescription Vectors help represent positions and directions. * @docname Vector3 */ export declare class Vector3 { /** * The X value of this vector. */ x: number; /** * The Y value of this vector. */ y: number; /** * The Z value of this vector. */ z: number; /** * Gets a new Vector2 that contains this vector's X and Y components. */ get xy(): Vector2; /** * Gets a new Vector2 that contains this vector's X and Z components. */ get xz(): Vector2; /** * Gets a new Vector2 that contains this vector's Y and Z components. */ get yz(): Vector2; /** * Constructs a new 3D vector with the given X and Y values. * @param x The X value of the vector. * @param y The Y value of the vector. * @param z The Z value of the vector. * * @example Create a new Vector3 object with the position (2, 3, 4). * let myVector = new Vector3(2, 3, 4); * * os.toast(`X: ${myVector.x}, Y: ${myVector.y}, Z: ${myVector.z}`); * * @example Move this bot to (1, 2, 3) in the home dimension. * tags.homePosition = new Vector3(1, 2, 3); */ constructor(x?: number, y?: number, z?: number); /** * Creates a 3D vector with the given X and Y values that is normalized immediately upon creation. * @param x The X value of the vector. * @param y The Y value of the vector. * @param z The Z value of the vector. * * @example Create a normalized vector * const vector = Vector3.createNormalized(1, 2, 3); */ static createNormalized(x: number, y: number, z: number): Vector3; /** * Calculates the angle between the two given vectors and returns the result in radians. * @param first The first vector that should be used for comparision. * @param second The second vector that should be used for comparision. * * @example Find the angle between two vectors. * const first = new Vector3( * Math.cos(Math.PI / 3), * Math.sin(Math.PI / 3), * 0, * ); // 60 degrees * const second = new Vector3( * Math.cos(Math.PI / 2), * Math.sin(Math.PI / 2), * 0 * ); // 90 degrees * * const angle = Vector3.angleBetween(first, second); * os.toast(angle); */ static angleBetween(first: Vector3, second: Vector3): number; /** * Calculates the distance between the two given vectors and returns the result. * @param first The first vector that should be used for comparision. * @param second The second vector that should be used for comparision. * * @example Find the distance between two vectors. * const first = new Vector3(5, 10, 3); * const second = new Vector3(9, 2, 6); * const distance = Vector3.distanceBetween(first, second); * * os.toast(`Distance: ${distance}`); */ static distanceBetween(first: Vector3, second: Vector3): number; /** * Constructs a new vector that is the linear interpolation between the given start and end positions. * The degree that the result is interpolated is determined by the given amount parameter. * @param start The start position. * @param finish The end position. * @param amount The amount that the resulting position should be interpolated between the start and end positions. Values near 0 indicate rotations close to the first and values near 1 indicate rotations close to the second. * * @example Find the position that is halfway between two vectors. * const start = new Vector3(5, 10, 15); * const finish = new Vector3(9, 2, 6); * const halfway = Vector3.interpolatePosition(start, finish, 0.5); * * os.toast(halfway); * * @example Find the position that is 1/4 between two vectors. * const start = new Vector3(5, 10, 15); * const finish = new Vector3(9, 2, 6); * const halfway = Vector3.interpolatePosition(start, finish, 0.25); * * os.toast(halfway); */ static interpolatePosition(start: Vector3, finish: Vector3, amount: number): Vector3; /** * Constructs a new vector that is the directional linear interpolation between the given start and end positions. * The degree that the result is interpolated is determined by the given amount parameter. * * This function works similarly to interpolatePosition(), except the result is always a normalized vector. * * @param start The start position. * @param finish The end position. * @param amount The amount that the resulting position should be interpolated between the start and end positions. Values near 0 indicate rotations close to the first and values near 1 indicate rotations close to the second. * * @example Find the direction that points halfway between the two vectors. * const start = new Vector3(5, 10, 16); * const finish = new Vector3(9, 2, 6); * const halfway = Vector3.interpolatePosition(start, finish, 0.5); * * os.toast(halfway); */ static interpolateDirection(start: Vector3, finish: Vector3, amount: number): Vector3; /** * Adds this vector with the other vector and returns the result. * @param other The other vector to add with this vector. * * @example Add two vectors together. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * const added = first.add(second); * * os.toast(added); // Prints (4, 6, 8) */ add(other: Vector3): Vector3; /** * Subtracts the other vector from this vector and returns the result. * @param other The other vector that should be subtracted from this vector. * * @example Subtract two vectors. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * const subtracted = first.subtract(second); * os.toast(subtracted); * * @example Find the direction from one vector to another. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * * const directionFromFirstToSecond = second.subtract(first); * const directionFromSecondToFirst = first.subtract(second); * * os.toast(`first -> second = ${directionFromFirstToSecond}; second -> first = ${directionFromSecondToFirst}`); */ subtract(other: Vector3): Vector3; /** * Multiplies each component of this vector by the given value and returns the result. * @param scale The scale that should be applied to this vector. * * @example Scale a vector by 10. * const myVector = new Vector3(1, 1, 1); * const scaled = myVector.multiplyScalar(10); * os.toast(scaled); // Prints (10, 10, 10) */ multiplyScalar(scale: number): Vector3; /** * Multiplies this vector by the given other vector and returns the result. * @param other The other vector to multiply with this vector. * * @example Multiply two vectors together. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * const multiplied = first.multiply(second); * * os.toast(multiplied); // Prints (3, 8, 15) */ multiply(other: Vector3): Vector3; /** * Calculates the dot product of this vector compared to the given other vector. * Returns a number that is positive if the vectors point in the same direction, * negative if they point in opposite directions, and zero if they are perpendicular. * For normalized vectors, this value is clamped to 1 and -1. * @param other The other vector to calculate the dot product with. * * @example Determine how two vectors are pointing towards/away from the same direction. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * * const dot = first.dot(second); * if (dot < 0) { * os.toast("Vectors are pointing away from each other!"); * } else if (dot === 0) { * os.toast("Vectors 90 degrees away from each other!"); * } else { * os.toast("Vectors are pointing towards from each other!"); * } */ dot(other: Vector3): number; /** * Calculates the cross product of this vector with the given other vector. * Returns a new vector that is perpendicular to both vectors. * Note that the order of the vectors greatly matters. For example, (1, 0, 0).cross(0, 1, 0) === (0, 0, 1) but (0, 1, 0).cross(1, 0, 0) === (0, 0, -1). * @param other The other vector to calculate the cross product with. * * @example Calculate a vector that is perpendicular to two vectors. * const first = new Vector3(1, 0, 0); * const second = new Vector3(0, 1, 0); * * const result = first.cross(second); * os.toast(`Result: ${result}`); // Prints (0, 0, 1) */ cross(other: Vector3): Vector3; /** * Calculates the length of this vector and returns the result. * * @example Get the length of the vector. * const myVector = new Vector3(1, 2, 3); * const length = myVector.length(); * * os.toast(`Vector is ${length} units long`); */ length(): number; /** * Calculates the square length of this vector and returns the result. * This is equivalent to length^2, but it is faster to calculate than length because it doesn't require * calculating a square root. * * @example Get the square length of the vector. * const myVector = new Vector3(1, 2, 3); * const length = myVector.squareLength(); * * os.toast(`Vector is ${length}^2 units long`); */ squareLength(): number; /** * Calculates the normalized version of this vector and returns it. * A normalized vector is a vector whose length equals 1. * * Normalizing a vector preserves its directionality while making the length (i.e. scale) of it 1. * * @example Normalize a vector. * const myVector = new Vector3(1, 2, 3); * const normalized = myVector.normalize(); * * os.toast(`Vector: ${myVector}, Normalized: ${normalized}`); */ normalize(): Vector3; /** * Negates each component of this vector and returns a new vector that contains the result. * * @example Negate a vector. * const myVector = new Vector3(1, 2, 3); * const negated = myVector.negate(); * * os.toast(`Vector: ${myVector}, Negated: ${negated}`); */ negate(): Vector3; /** * Converts this vector to a human-readable string representation. * * @example Get a string of a vector. * const myVector = new Vector3(1, 2, 3); * const vectorString = myVector.toString(); * * os.toast('My Vector: ' + vectorString); */ toString(): string; /** * Determines if this vector equals the other vector. * @param other The other value to compare to. * * @example Determine if two vectors represent the same value. * const first = new Vector3(1, 2, 3); * const second = new Vector3(3, 4, 5); * const third = new Vector3(1, 2, 3); * * os.toast(`first == second: ${first.equals(second)}; first == third: ${first.equals(third)}`) */ equals(other: Vector3): boolean; } /** * A 3D vector that contains (0, 0, 0). */ export declare const ZERO: Vector3; /** * A 3D vector that contains (1, 1, 1). */ export declare const ONE: Vector3; /** * A 3D vector that contains (0, 1, 0). */ export declare const FORWARD: Vector3; /** * A 3D vector that contains (0, -1, 0). */ export declare const BACK: Vector3; /** * A 3D vector that contains (1, 0, 0). */ export declare const RIGHT: Vector3; /** * A 3D vector that contains (-1, 0, 0). */ export declare const LEFT: Vector3; /** * A 3D vector that contains (0, 0, 1). */ export declare const UP: Vector3; /** * A 3D vector that contains (0, 0, -1). */ export declare const DOWN: Vector3; //# sourceMappingURL=Vector3.d.ts.map