import { ASObject } from '@awayfl/avm2'; import { Vector3D as AwayVector3D } from '@awayjs/core'; /** * Copyright 2014 Mozilla Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ export declare class Vector3D extends ASObject { private _adaptee; static classInitializer(): void; static Create(x: number, y: number, z: number, w: number): Vector3D; static X_AXIS: Vector3D; static Y_AXIS: Vector3D; static Z_AXIS: Vector3D; get adaptee(): AwayVector3D; /** * The first element of a Vector3D object, such as the x coordinate of * a point in the three-dimensional space. The default value is 0. */ get x(): number; set x(value: number); get y(): number; set y(value: number); /** * The third element of a Vector3D object, such as the z coordinate of * a point in the three-dimensional space. The default value is 0. */ get z(): number; set z(value: number); /** * The fourth element of a Vector3D object (in addition to the x, y, * and z properties) can hold data such as the angle of rotation. The * default value is 0. * *
Quaternion notation employs an angle as the fourth element in * its calculation of three-dimensional rotation. The w property can * be used to define the angle of rotation about the Vector3D object. * The combination of the rotation angle and the coordinates (x,y,z) * determines the display object's orientation.
* *In addition, the w property can be used as a perspective warp
* factor for a projected three-dimensional position or as a projection
* transform value in representing a three-dimensional coordinate
* projected into the two-dimensional space. For example, you can
* create a projection matrix using the Matrix3D.rawData
* property, that, when applied to a Vector3D object, produces a
* transform value in the Vector3D object's fourth element (the w
* property). Dividing the Vector3D object's other elements by the
* transform value then produces a projected Vector3D object. You can
* use the Vector3D.project() method to divide the first
* three elements of a Vector3D object by its fourth element.
lengthSquared() method whenever possible instead of the
* slower Math.sqrt() method call of the
* Vector3D.length() method.
*/
get lengthSquared(): number;
/**
* Creates an instance of a Vector3D object. If you do not specify a
* parameter for the constructor, a Vector3D object is created with
* the elements (0,0,0,0).
*
* @param x The first element, such as the x coordinate.
* @param y The second element, such as the y coordinate.
* @param z The third element, such as the z coordinate.
* @param w An optional element for additional data such as the angle
* of rotation.
*/
constructor(xAdaptee?: number | AwayVector3D, y?: number, z?: number, w?: number);
/**
* Returns the angle in radians between two vectors. The returned angle
* is the smallest radian the first Vector3D object rotates until it
* aligns with the second Vector3D object.
*
* The angleBetween() method is a static method. You
* can use it directly as a method of the Vector3D class.
To convert a degree to a radian, you can use the following * formula:
* *radian = Math.PI/180 * degree
distance() method is a static method. You can use it
* directly as a method of the Vector3D export class to get the Euclidean
* distance between two three-dimensional points.
*
* @param pt1 A Vector3D object as the first three-dimensional point.
* @param pt2 A Vector3D object as the second three-dimensional point.
* @returns The distance between two Vector3D objects.
*/
static distance(pt1: Vector3D, pt2: Vector3D): number;
/**
* If the current Vector3D object and the one specified as the
* parameter are unit vertices, this method returns the cosine of the
* angle between the two vertices. Unit vertices are vertices that
* point to the same direction but their length is one. They remove the
* length of the vector as a factor in the result. You can use the
* normalize() method to convert a vector to a unit
* vector.
*
* The dotProduct() method finds the angle between two
* vertices. It is also used in backface culling or lighting
* calculations. Backface culling is a procedure for determining which
* surfaces are hidden from the viewpoint. You can use the normalized
* vertices from the camera, or eye, viewpoint and the cross product of
* the vertices of a polygon surface to get the dot product. If the dot
* product is less than zero, then the surface is facing the camera or
* the viewer. If the two unit vertices are perpendicular to each
* other, they are orthogonal and the dot product is zero. If the two
* vertices are parallel to each other, the dot product is one.
You can use the normalized cross product of two vertices of a * polygon surface with the normalized vector of the camera or eye * viewpoint to get a dot product. The value of the dot product can * identify whether a surface of a three-dimensional object is hidden * from the viewpoint.
* * @param a A second Vector3D object. * @returns A new Vector3D object that is perpendicular to the current * Vector3D object and the Vector3D object specified as the * parameter. */ crossProduct(a: Vector3D): Vector3D; /** * Converts a Vector3D object to a unit vector by dividing the first * three elements (x, y, z) by the length of the vector. Unit vertices * are vertices that have a direction but their length is one. They * simplify vector calculations by removing length as a factor. */ normalize(): number; /** * Scales the current Vector3D object by a scalar, a magnitude. The * Vector3D object's x, y, and z elements are multiplied by the scalar * number specified in the parameter. For example, if the vector is * scaled by ten, the result is a vector that is ten times longer. The * scalar can also change the direction of the vector. Multiplying the * vector by a negative number reverses its direction. * * @param s A multiplier (scalar) used to scale a Vector3D object. */ scaleBy(s: number): void; /** * Increments the value of the x, y, and z elements of the current * Vector3D object by the values of the x, y, and z elements of a * specified Vector3D object. Unlike theVector3D.add()
* method, the incrementBy() method changes the current
* Vector3D object and does not return a new Vector3D object.
*
* @param a The Vector3D object to be added to the current Vector3D
* object.
*/
incrementBy(a: Vector3D): void;
/**
* Decrements the value of the x, y, and z elements of the current
* Vector3D object by the values of the x, y, and z elements of
* specified Vector3D object. Unlike the
* Vector3D.subtract() method, the
* decrementBy() method changes the current Vector3D
* object and does not return a new Vector3D object.
*
* @param a The Vector3D object containing the values to subtract from
* the current Vector3D object.
*/
decrementBy(a: Vector3D): void;
/**
* Adds the value of the x, y, and z elements of the current Vector3D
* object to the values of the x, y, and z elements of another Vector3D
* object. The add() method does not change the current
* Vector3D object. Instead, it returns a new Vector3D object with
* the new values.
*
* The result of adding two vectors together is a resultant vector. * One way to visualize the result is by drawing a vector from the * origin or tail of the first vector to the end or head of the second * vector. The resultant vector is the distance between the origin * point of the first vector and the end point of the second vector. *
*/ add(a: Vector3D): Vector3D; /** * Subtracts the value of the x, y, and z elements of the current * Vector3D object from the values of the x, y, and z elements of * another Vector3D object. Thesubtract() method does not
* change the current Vector3D object. Instead, this method returns a
* new Vector3D object with the new values.
*
* @param a The Vector3D object to be subtracted from the current
* Vector3D object.
* @returns A new Vector3D object that is the difference between the
* current Vector3D and the specified Vector3D object.
*/
subtract(a: Vector3D): Vector3D;
/**
* Sets the current Vector3D object to its inverse. The inverse object
* is also considered the opposite of the original object. The value of
* the x, y, and z properties of the current Vector3D object is changed
* to -x, -y, and -z.
*/
negate(): void;
/**
* Determines whether two Vector3D objects are equal by comparing the
* x, y, and z elements of the current Vector3D object with a
* specified Vector3D object. If the values of these elements are the
* same, the two Vector3D objects are equal. If the second optional
* parameter is set to true, all four elements of the Vector3D objects,
* including the w property, are compared.
*
* @param toCompare The Vector3D object to be compared with the current
* Vector3D object.
* @param allFour An optional parameter that specifies whether the w
* property of the Vector3D objects is used in the
* comparison.
* @returns A value of true if the specified Vector3D object is equal
* to the current Vector3D object; false if it is not equal.
*/
equals(toCompare: Vector3D, allFour?: boolean): boolean;
/**
* Compares the elements of the current Vector3D object with the
* elements of a specified Vector3D object to determine whether they
* are nearly equal. The two Vector3D objects are nearly equal if the
* value of all the elements of the two vertices are equal, or the
* result of the comparison is within the tolerance range. The
* difference between two elements must be less than the number
* specified as the tolerance parameter. If the third optional
* parameter is set to true, all four elements of the
* Vector3D objects, including the w property, are
* compared. Otherwise, only the x, y, and z elements are included in
* the comparison.
*
* @param toCompare The Vector3D object to be compared with the current
* Vector3D object.
* @param tolerance A number determining the tolerance factor. If the
* difference between the values of the Vector3D
* element specified in the toCompare parameter and
* the current Vector3D element is less than the
* tolerance number, the two values are considered
* nearly equal.
* @param allFour An optional parameter that specifies whether the w
* property of the Vector3D objects is used in the
* comparison.
* @returns A value of true if the specified Vector3D object is nearly
* equal to the current Vector3D object; false if it is not
* equal.
*/
nearEquals(toCompare: Vector3D, tolerance: number, allFour?: boolean): boolean;
/**
* Divides the value of the x, y, and
* z properties of the current Vector3D object by the
* value of its w property.
*
* If the current Vector3D object is the result of multiplying a
* Vector3D object by a projection Matrix3D object, the w property can
* hold the transform value. The project() method then can
* complete the projection by dividing the elements by the
* w property. Use the Matrix3D.rawData
* property to create a projection Matrix3D object.