////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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 { Euler } from './Euler'; import { Matrix3 } from './Matrix3'; import { Matrix4 } from './Matrix4'; import { Quaternion } from './Quaternion'; import { Camera } from './../cameras/Camera'; import { Spherical } from './Spherical'; import { Cylindrical } from './Cylindrical'; import { BufferAttribute } from './../core/BufferAttribute'; import { Vector } from './Vector2'; export class Vector3 implements Vector { constructor( x?: number, y?: number, z?: number ); x: number; y: number; z: number; readonly isVector3: true; set( x: number, y: number, z: number ): this; setScalar( scalar: number ): this; setX( x: number ): Vector3; setY( y: number ): Vector3; setZ( z: number ): Vector3; setComponent( index: number, value: number ): this; getComponent( index: number ): number; clone(): this; copy( v: Vector3 ): this; add( v: Vector3, w?: Vector3 ): this; addScalar( s: number ): this; addScaledVector( v: Vector3, s: number ): this; addVectors( a: Vector3, b: Vector3 ): this; sub( a: Vector3 ): this; subScalar( s: number ): this; subVectors( a: Vector3, b: Vector3 ): this; multiply( v: Vector3 ): this; multiplyScalar( s: number ): this; multiplyVectors( a: Vector3, b: Vector3 ): this; applyEuler( euler: Euler ): this; applyAxisAngle( axis: Vector3, angle: number ): this; applyMatrix3( m: Matrix3 ): this; applyNormalMatrix( m: Matrix3 ): this; applyMatrix4( m: Matrix4 ): this; applyQuaternion( q: Quaternion ): this; project( camera: Camera ): this; unproject( camera: Camera ): this; transformDirection( m: Matrix4 ): this; divide( v: Vector3 ): this; divideScalar( s: number ): this; min( v: Vector3 ): this; max( v: Vector3 ): this; clamp( min: Vector3, max: Vector3 ): this; clampScalar( min: number, max: number ): this; clampLength( min: number, max: number ): this; floor(): this; ceil(): this; round(): this; roundToZero(): this; negate(): this; dot( v: Vector3 ): number; lengthSq(): number; length(): number; lengthManhattan(): number; manhattanLength(): number; manhattanDistanceTo( v: Vector3 ): number; normalize(): this; setLength( l: number ): this; lerp( v: Vector3, alpha: number ): this; lerpVectors( v1: Vector3, v2: Vector3, alpha: number ): this; cross( a: Vector3, w?: Vector3 ): this; crossVectors( a: Vector3, b: Vector3 ): this; projectOnVector( v: Vector3 ): this; projectOnPlane( planeNormal: Vector3 ): this; reflect( vector: Vector3 ): this; angleTo( v: Vector3 ): number; distanceTo( v: Vector3 ): number; distanceToSquared( v: Vector3 ): number; distanceToManhattan( v: Vector3 ): number; setFromSpherical( s: Spherical ): this; setFromSphericalCoords( r: number, phi: number, theta:number ): this; setFromCylindrical( s: Cylindrical ): this; setFromCylindricalCoords( radius: number, theta: number, y: number ): this; setFromMatrixPosition( m: Matrix4 ): this; setFromMatrixScale( m: Matrix4 ): this; setFromMatrixColumn( matrix: Matrix4, index: number ): this; setFromMatrix3Column( matrix: Matrix3, index: number ): this; equals( v: Vector3 ): boolean; fromArray( array: number[], offset?: number ): this; fromArray( array: ArrayLike, offset?: number ): this; toArray( array?: number[], offset?: number ): number[]; toArray( array: ArrayLike, offset?: number ): ArrayLike; fromBufferAttribute( attribute: BufferAttribute, index: number, offset?: number ): this; }