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polygonjs-engine

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

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import { Number3 } from '../types/GlobalTypes'; import { Vector3 } from 'three/src/math/Vector3'; import { Object3D } from 'three/src/core/Object3D'; import { Matrix4 } from 'three/src/math/Matrix4'; import { BufferGeometry } from 'three/src/core/BufferGeometry'; import { BaseNodeType } from '../engine/nodes/_Base'; export declare enum TransformTargetType { OBJECTS = "objects", GEOMETRIES = "geometries" } export declare const TRANSFORM_TARGET_TYPES: Array<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 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 set_params_from_matrix(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 set_params_from_object(object: Object3D, node: BaseNodeType): void; private _translation_matrix; private _translation_matrix_q; private _translation_matrix_s; translation_matrix(t: Vector3): Matrix4; private _matrix; private _matrix_q; private _matrix_euler; private _matrix_s; matrix(t: Vector3, r: Vector3, s: Vector3, scale: number, rotation_order: RotationOrder): Matrix4; private _rotate_geometry_m; private _rotate_geometry_q; private _rotate_geometry_vec_dest; rotate_geometry(geometry: BufferGeometry, vec_origin: Vector3, vec_dest: Vector3): void; static decompose_matrix(object: Object3D): void; }