declare type Vec = number[] | THREE.Vector3 | THREE.Euler; /** * Information about the fillet. */ export declare type FilletInfo = { /** Contains both start points of adjacent lines of control point. Actually both start points are equal to control point. */ lineStarts: Vec[]; /** Contains both end points of adjacent lines of control point. */ lineEnds: Vec[]; /** Control point of fillet. It's the point where both lines intersect. */ control: Vec; }; /** * Point definition where the fillet will be added with a specified radius. */ export declare type FilletPoint = { /** Point where the corner of the polyline will be. */ point: THREE.Vector3; /** Radius of the fillet at the position of point. */ radius: number; }; /** * Polyline of points and bulges. Bulges define the arc between the current and the next point. */ export declare type Polyline = { /** Points where the corners of the polyline will be. */ points: THREE.Vector3[]; /** Bulges which define the arcs. */ bulges: number[]; }; /** * Returns the adjacent points of the fillet arc. These are the points where fillet arc tangentially touches the lines. * @param info contains all information for the fillet, like start- and endpoints of adjacent lines and control point * @param radius radius of the fillet arc */ export declare const getTouchPoints: (info: FilletInfo, radius: number) => import("three").Vector3[] | null; /** * Calculates and returns the including angle between the touchpoints of the fillet. Attention: It is the angle of touchpoints and center of fillet arc and not the one between touchpoints and control point. * @param info */ export declare const getIncludingBulgeAngle: (info: FilletInfo) => number; export {};