////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// import { Vector3 } from './../math/Vector3'; import { Color } from './../math/Color'; import { Face3 } from './Face3'; import { Vector2 } from './../math/Vector2'; import { Vector4 } from './../math/Vector4'; import { Box3 } from './../math/Box3'; import { Sphere } from './../math/Sphere'; import { Matrix4 } from './../math/Matrix4'; import { BufferGeometry } from './BufferGeometry'; import { Matrix } from './../math/Matrix3'; import { Mesh } from './../objects/Mesh'; import { Bone } from './../objects/Bone'; import { AnimationClip } from './../animation/AnimationClip'; import { EventDispatcher } from './EventDispatcher'; export interface MorphTarget { name: string; vertices: Vector3[]; } export interface MorphColor { name: string; colors: Color[]; } export interface MorphNormals { name: string; normals: Vector3[]; } export let GeometryIdCount: number; export class Geometry extends EventDispatcher { constructor(); id: number; uuid: string; readonly isGeometry: true; name: string; type: string; vertices: Vector3[]; colors: Color[]; faces: Face3[]; faceVertexUvs: Vector2[][][]; morphTargets: MorphTarget[]; morphNormals: MorphNormals[]; skinWeights: Vector4[]; skinIndices: Vector4[]; lineDistances: number[]; boundingBox: Box3; boundingSphere: Sphere; verticesNeedUpdate: boolean; elementsNeedUpdate: boolean; uvsNeedUpdate: boolean; normalsNeedUpdate: boolean; colorsNeedUpdate: boolean; lineDistancesNeedUpdate: boolean; groupsNeedUpdate: boolean; applyMatrix4( matrix: Matrix4 ): Geometry; rotateX( angle: number ): Geometry; rotateY( angle: number ): Geometry; rotateZ( angle: number ): Geometry; translate( x: number, y: number, z: number ): Geometry; scale( x: number, y: number, z: number ): Geometry; lookAt( vector: Vector3 ): void; fromBufferGeometry( geometry: BufferGeometry ): Geometry; center(): Geometry; normalize(): Geometry; computeFaceNormals(): void; computeVertexNormals( areaWeighted?: boolean ): void; computeFlatVertexNormals(): void; computeMorphNormals(): void; computeBoundingBox(): void; computeBoundingSphere(): void; merge( geometry: Geometry, matrix?: Matrix, materialIndexOffset?: number ): void; mergeMesh( mesh: Mesh ): void; mergeVertices(): number; setFromPoints( points: Array | Array ): this; sortFacesByMaterialIndex(): void; toJSON(): any; clone(): this; copy( source: Geometry ): this; dispose(): void; bones: Bone[]; animation: AnimationClip; animations: AnimationClip[]; }