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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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import { Number3 } from '../types/GlobalTypes'; import { BufferGeometry, Matrix4, Object3D, Vector3 } from 'three'; import { BaseNodeType } from '../engine/nodes/_Base'; export declare enum TransformTargetType { OBJECT = "object", GEOMETRY = "geometry" } export declare const TRANSFORM_TARGET_TYPES: TransformTargetType[]; export declare enum RotationOrder { XYZ = "XYZ", XZY = "XZY", YXZ = "YXZ", YZX = "YZX", ZYX = "ZYX", ZXY = "ZXY" } export declare const ROTATION_ORDERS: RotationOrder[]; export declare const DEFAULT_ROTATION_ORDER = RotationOrder.XYZ; export interface SetParamsFromMatrixOptions { scale?: boolean; } export declare function rotationMatrix(dirOrigin: Vector3, dirDest: Vector3, target: Matrix4): void; export declare function rotateGeometry(geometry: BufferGeometry, dirOrigin: Vector3, dirDest: Vector3): void; export declare class CoreTransform { private static set_params_from_matrix_position; private static set_params_from_matrix_quaternion; private static set_params_from_matrix_scale; private static set_params_from_matrix_euler; private static set_params_from_matrix_rotation; private static set_params_from_matrix_t; private static set_params_from_matrix_r; private static set_params_from_matrix_s; static setParamsFromMatrix(matrix: Matrix4, node: BaseNodeType, options?: SetParamsFromMatrixOptions): void; static set_params_from_object_position_array: Number3; static set_params_from_object_rotation_deg: Vector3; static set_params_from_object_rotation_array: Number3; static setParamsFromObject(object: Object3D, node: BaseNodeType): void; private _translation_matrix; private _translation_matrix_q; private _translation_matrix_s; translationMatrix(t: Vector3): Matrix4; private _matrix; private _matrixQ; private _matrixEuler; private _matrixS; matrix(t: Vector3, r: Vector3, s: Vector3, scale: number, rotationOrder: RotationOrder): Matrix4; static rotateObject(object: Object3D, dirOrigin: Vector3, dirDest: Vector3): void; static decomposeMatrix(object: Object3D): void; }