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@needle-tools/engine

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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.

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import { Quaternion, Vector2, Vector3 } from "three"; import * as ThreeMeshUI from 'three-mesh-ui'; import { type DocumentedOptions as ThreeMeshUIEveryOptions } from "three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js"; import { BaseUIComponent } from "./BaseUIComponent.js"; import { type IRectTransform, type IRectTransformChangedReceiver } from "./Interfaces.js"; export declare class Size { width: number; height: number; } export declare class Rect { x: number; y: number; width: number; height: number; } export declare class RectTransform extends BaseUIComponent implements IRectTransform, IRectTransformChangedReceiver { get parent(): RectTransform | undefined; get translation(): Vector3; get rotation(): Quaternion; get scale(): Vector3; private _anchoredPosition; get anchoredPosition(): Vector2; private set anchoredPosition(value); sizeDelta: Vector2; pivot: Vector2; anchorMin: Vector2; anchorMax: Vector2; /** Optional min width in pixel, set to undefined to disable it */ minWidth?: number; /** Optional min height in pixel, set to undefined to disable it */ minHeight?: number; get width(): number; get height(): number; private lastMatrix; private rectBlock; private _transformNeedsUpdate; private _initialPosition; private _parentRectTransform?; private _lastUpdateFrame; awake(): void; onEnable(): void; onDisable(): void; onParentRectTransformChanged(comp: IRectTransform): void; get isDirty(): boolean; markDirty(): void; /** Will update the transforms if it changed or is dirty */ updateTransform(): void; private canUpdate; private onApplyTransform; private _lastAnchoring; /** applies the position offset to the passed in vector */ private applyAnchoring; /** applies the pivot offset to the passed in vector */ private applyPivot; getBasicOptions(): ThreeMeshUIEveryOptions; private ensureValidSize; private _createdBlocks; private _createdTextBlocks; createNewBlock(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block; createNewText(opts?: ThreeMeshUIEveryOptions | object): ThreeMeshUI.Block; }