////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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 { Euler } from './../math/Euler'; import { Quaternion } from './../math/Quaternion'; import { Matrix4 } from './../math/Matrix4'; import { Matrix3 } from './../math/Matrix3'; import { Layers } from './Layers'; import { WebGLRenderer } from './../renderers/WebGLRenderer'; import { Scene } from './../scenes/Scene'; import { Camera } from './../cameras/Camera'; import { Geometry } from './Geometry'; import { Material } from './../materials/Material'; import { Group } from './../objects/Group'; import { Raycaster } from './Raycaster'; import { EventDispatcher } from './EventDispatcher'; import { BufferGeometry } from './BufferGeometry'; import { Intersection } from './Raycaster'; export let Object3DIdCount: number; export class Object3D extends EventDispatcher { constructor(); id: number; uuid: string; name: string; type: string; parent: Object3D | null; children: Object3D[]; up: Vector3; readonly position: Vector3; readonly rotation: Euler; readonly quaternion: Quaternion; readonly scale: Vector3; readonly modelViewMatrix: Matrix4; readonly normalMatrix: Matrix3; matrix: Matrix4; matrixWorld: Matrix4; matrixAutoUpdate: boolean; matrixWorldNeedsUpdate: boolean; layers: Layers; visible: boolean; castShadow: boolean; receiveShadow: boolean; frustumCulled: boolean; renderOrder: number; userData: { [key: string]: any }; customDepthMaterial: Material; customDistanceMaterial: Material; readonly isObject3D: true; onBeforeRender: ( renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: Geometry | BufferGeometry, material: Material, group: Group ) => void; onAfterRender: ( renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: Geometry | BufferGeometry, material: Material, group: Group ) => void; static DefaultUp: Vector3; static DefaultMatrixAutoUpdate: boolean; applyMatrix4( matrix: Matrix4 ): void; applyQuaternion( quaternion: Quaternion ): this; setRotationFromAxisAngle( axis: Vector3, angle: number ): void; setRotationFromEuler( euler: Euler ): void; setRotationFromMatrix( m: Matrix4 ): void; setRotationFromQuaternion( q: Quaternion ): void; rotateOnAxis( axis: Vector3, angle: number ): this; rotateOnWorldAxis( axis: Vector3, angle: number ): this; rotateX( angle: number ): this; rotateY( angle: number ): this; rotateZ( angle: number ): this; translateOnAxis( axis: Vector3, distance: number ): this; translateX( distance: number ): this; translateY( distance: number ): this; translateZ( distance: number ): this; localToWorld( vector: Vector3 ): Vector3; worldToLocal( vector: Vector3 ): Vector3; lookAt( vector: Vector3 | number, y?: number, z?: number ): void; add( ...object: Object3D[] ): this; remove( ...object: Object3D[] ): this; attach( object: Object3D ): this; getObjectById( id: number ): Object3D | undefined; getObjectByName( name: string ): Object3D | undefined; getObjectByProperty( name: string, value: string ): Object3D | undefined; getWorldPosition( target: Vector3 ): Vector3; getWorldQuaternion( target: Quaternion ): Quaternion; getWorldScale( target: Vector3 ): Vector3; getWorldDirection( target: Vector3 ): Vector3; raycast( raycaster: Raycaster, intersects: Intersection[] ): void; traverse( callback: ( object: Object3D ) => any ): void; traverseVisible( callback: ( object: Object3D ) => any ): void; traverseAncestors( callback: ( object: Object3D ) => any ): void; updateMatrix(): void; updateMatrixWorld( force?: boolean ): void; updateWorldMatrix( updateParents: boolean, updateChildren: boolean ): void; toJSON( meta?: { geometries: any; materials: any; textures: any; images: any; } ): any; clone( recursive?: boolean ): this; copy( source: this, recursive?: boolean ): this; }