export namespace K3D { function load(path: any, resp: any): void; function save(buff: any, path: any): void; function clone(o: any): any; namespace bin { const f: Float32Array; const fb: Uint8Array; function rf(buff: any, off: any): number; function rsl(buff: any, off: any): number; function ril(buff: any, off: any): number; function rASCII0(buff: any, off: any): string; function wf(buff: any, off: any, v: any): void; function wsl(buff: any, off: any, v: any): void; function wil(buff: any, off: any, v: any): void; } namespace parse { function _buffToStr(buff: any): string; function _strToBuff(str: any): ArrayBuffer; function _readLine(a: any, off: any): string; function fromJSON(buff: any): any; function toJSON(object: any): ArrayBuffer; function fromOBJ(buff: any): { groups: {}; c_verts: any[]; c_uvt: any[]; c_norms: any[]; i_verts: any[]; i_uvt: any[]; i_norms: any[]; }; function fromMD2(buff: any): { c_uvt: any[]; i_verts: any[]; i_uvt: any[]; skins: any[]; frames: any[]; }; namespace fromMD2 { const _normals: number[]; } function fromCollada(buff: any): { asset: { created: any; modified: any; up_axis: any; }; geometries: { sources: {}; triangles: any[]; }[]; images: {}; materials: {}; effects: {}; }; namespace fromCollada { function _asset(xml: any): { created: any; modified: any; up_axis: any; }; function _libGeometries(xml: any): { sources: {}; triangles: any[]; }[]; function _getMesh(mesh: any): { sources: {}; triangles: any[]; }; function _libImages(xml: any): {}; function _libMaterials(xml: any): {}; function _libEffects(xml: any): {}; } function from3DS(buff: any): { edit: { objects: any[]; }; keyf: { desc: any[]; }; }; namespace from3DS { function _edit3ds(buff: any, coff: any, clng: any): { objects: any[]; }; function _keyf3ds(buff: any, coff: any, clng: any): { desc: any[]; }; function _keyf_objdes(buff: any, coff: any, clng: any): { hierarchy: { name: string; hierarchy: number; }; dummy_name: string; }; function _keyf_objhierarch(buff: any, coff: any, clng: any): { name: string; hierarchy: number; }; function _edit_object(buff: any, coff: any, clng: any): { name: string; mesh: { vertices: number[]; indices: number[]; uvt: number[]; local: { X: number[]; Y: number[]; Z: number[]; C: number[]; }; }; }; function _obj_trimesh(buff: any, coff: any, clng: any): { vertices: number[]; indices: number[]; uvt: number[]; local: { X: number[]; Y: number[]; Z: number[]; C: number[]; }; }; function _tri_vertexl(buff: any, coff: any, clng: any): number[]; function _tri_facel1(buff: any, coff: any, clng: any): number[]; function _tri_mappingcoors(buff: any, coff: any, clng: any): number[]; function _tri_local(buff: any, coff: any, clng: any): { X: number[]; Y: number[]; Z: number[]; C: number[]; }; } function fromBIV(buff: any): { vertices: number[]; uvt: number[]; indices: number[]; }; namespace fromBIV { function _readFloats(buff: any, off: any, len: any): number[]; function _writeFloats(buff: any, off: any, arr: any): void; function _readInts(buff: any, off: any, len: any, cs: any): number[]; function _writeInts(buff: any, off: any, arr: any, cs: any): void; } function toBIV(obj: any): ArrayBufferLike; } namespace gen { function Plane(sw: any, sh: any, tsw: any, tsh: any): { verts: any[]; inds: any[]; uvt: any[]; }; function Cube(): { verts: number[]; inds: number[]; uvt: number[]; }; function Sphere(sx: any, sy: any): { verts: any[]; inds: any[]; uvt: any[]; }; } namespace mat { function scale(x: any, y: any, z: any): any[]; function translate(x: any, y: any, z: any): any[]; function rotateDeg(x: any, y: any, z: any): number[]; function rotate(x: any, y: any, z: any): number[]; } namespace edit { function interpolate(a: any, b: any, d: any, t: any): void; function transform(a: any, m: any): void; function unwrap(ind: any, crd: any, cpi: any): any[]; function remap(ind: any, nind: any, arr: any, cpi: any): any[]; } namespace utils { function getAABB(vts: any): { min: { x: any; y: any; z: any; }; max: { x: any; y: any; z: any; }; }; } }