import { Transform } from "@pixi/math"; import { Matrix4x4 } from "./matrix"; import { Point3D } from "./point"; import { Quaternion } from "./quaternion"; /** * Handles position, scaling and rotation in 3D. */ export declare class Transform3D extends Transform { /** The position in local space. */ position: Point3D; /** The scale in local space. */ scale: Point3D; /** The rotation in local space. */ rotationQuaternion: Quaternion; /** The transformation matrix in world space. */ worldTransform: Matrix4x4; /** The transformation matrix in local space. */ localTransform: Matrix4x4; /** The inverse transformation matrix in world space. */ inverseWorldTransform: Matrix4x4; /** The normal transformation matrix. */ normalTransform: Matrix4x4; /** * Updates the local transformation matrix. */ updateLocalTransform(): void; /** * Sets position, rotation and scale from a matrix array. * @param matrix The matrix to set. */ setFromMatrix(matrix: Matrix4x4): void; /** * Updates the world transformation matrix. * @param parentTransform The parent transform. */ updateTransform(parentTransform?: Transform): void; /** * Rotates the transform so the forward vector points at specified point. * @param point The point to look at. * @param up The upward direction. */ lookAt(point: Point3D, up?: Point3D | Float32Array): void; }