export declare class Matrix4 { elements: Float32Array; constructor(); identity(): this; translate(tx: number, ty: number, tz: number): this; rotateX(angle: number): this; rotateY(angle: number): this; rotateZ(angle: number): this; } export declare class OrthographicCamera { left: number; right: number; top: number; bottom: number; near: number; far: number; position: [number, number, number]; projectionMatrix: Matrix4; zoom: number; constructor(left: number, right: number, top: number, bottom: number, near: number, far: number); updateProjectionMatrix(): void; } export declare function updateCamera(camera: OrthographicCamera, width: number, height: number, planeWidth?: number, planeHeight?: number, shapeType?: string, zoom?: number): void; export declare function generatePlaneGeometry(width: number, height: number, widthSegments: number, heightSegments: number): { position: Float32Array; normal: Float32Array; uv: Float32Array; index: Uint32Array | Uint16Array; wireframeIndex: Uint32Array | Uint16Array; }; export declare function generateSphereGeometry(radius: number, widthSegments: number, heightSegments: number): { position: Float32Array; normal: Float32Array; uv: Float32Array; index: Uint32Array | Uint16Array; wireframeIndex: Uint32Array | Uint16Array; }; export declare function generateTorusGeometry(radius: number, tube: number, radialSegments: number, tubularSegments: number): { position: Float32Array; normal: Float32Array; uv: Float32Array; index: Uint32Array | Uint16Array; wireframeIndex: Uint32Array | Uint16Array; }; export declare function generateCylinderGeometry(radiusTop: number, radiusBottom: number, height: number, radialSegments: number, heightSegments: number): { position: Float32Array; normal: Float32Array; uv: Float32Array; index: Uint32Array | Uint16Array; wireframeIndex: Uint32Array | Uint16Array; }; export declare function generateRibbonGeometry(width: number, height: number, widthSegments: number, heightSegments: number, bend: number, twist: number): { position: Float32Array; normal: Float32Array; uv: Float32Array; index: Uint32Array | Uint16Array; wireframeIndex: Uint32Array | Uint16Array; };