import { AmbientLight, AnimationClip, BufferGeometry, Camera as Camera$1, Color as Color$1, ColorSpace, DirectionalLight, Euler, Event as Event$1, Group, Intersection, MagnificationTextureFilter, Material as Material$1, Matrix4, Mesh, MeshStandardMaterial, MinificationTextureFilter, Object3D as OriginalObject3D, Object3DEventMap, OrthographicCamera, PerspectiveCamera, PointLight, Quaternion, Raycaster, RectAreaLight, Scene, SpotLight, Texture, TextureLoader, Vector3, Vector4, WebGLRenderList, WebGLRenderTarget, WebGLRenderer } from 'three'; import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { DeepReadonly } from 'ts-essentials'; type AlignContent = "flex-start" | "flex-end" | "center" | "stretch" | "space-between" | "space-around" | "space-evenly"; type AlignItems = "flex-start" | "flex-end" | "center" | "stretch" | "baseline"; type JustifyContent = "flex-start" | "flex-end" | "center" | "space-between" | "space-around" | "space-evenly"; type TextAlignContent = "left" | "center" | "right" | "justify"; type VerticalTextAlignContent = "start" | "center" | "end"; type FlexWrap = "nowrap" | "wrap" | "wrap-reverse"; type FlexDirection = "row" | "column" | "row-reverse" | "column-reverse"; type Direction = "ltr" | "rtl"; type Display = "none" | "flex"; type Overflow = "visible" | "hidden" | "scroll"; type PositionMode = "absolute" | "relative" | "static"; type Major = { major: number; }; type Minor = { minor: number; }; type Patch = { patch: number; }; type P = Partial; type RuntimeVersionTarget = { type: "version"; level: "major"; } & Major & P & P | { type: "version"; level: "minor"; } & Major & Minor & P | { type: "version"; level: "patch"; } & Major & Minor & Patch; type Vec2Tuple = [ number, number ]; type Vec3Tuple = [ number, number, number ]; type Vec4Tuple = [ number, number, number, number ]; type Vec6Tuple = [ number, number, number, number, number, number ]; type ObjectId = string; type GraphComponent = { id: ObjectId; name: string; parameters: Record; }; type BoxGeometry = { type: "box"; width: number; height: number; depth: number; }; type SphereGeometry = { type: "sphere"; radius: number; }; type PlaneGeometry = { type: "plane"; width: number; height: number; }; type CapsuleGeometry = { type: "capsule"; radius: number; height: number; }; type ConeGeometry = { type: "cone"; radius: number; height: number; }; type CylinderGeometry = { type: "cylinder"; radius: number; height: number; }; type TetrahedronGeometry = { type: "tetrahedron"; radius: number; }; type Faces = 4 | 8 | 12 | 20; type PolyhedronGeometry = { type: "polyhedron"; radius: number; faces: Faces; }; type CircleGeometry = { type: "circle"; radius: number; }; type RingGeometry = { type: "ring"; innerRadius: number; outerRadius: number; }; type TorusGeometry = { type: "torus"; radius: number; tubeRadius: number; }; type FaceGeometry = { type: "face"; id: number; }; type Side = "front" | "back" | "double"; type MaterialBlending = "no" | "normal" | "additive" | "subtractive" | "multiply"; type TextureWrap = "clamp" | "repeat" | "mirroredRepeat"; type TextureFiltering = "smooth" | "sharp"; type HiderMaterial = { type: "hider"; }; type ShadowMaterial = { type: "shadow"; color: string; opacity?: number; side?: Side; depthTest?: boolean; depthWrite?: boolean; }; type UnlitMaterial = { type: "unlit"; color: string; textureSrc?: string | Resource; opacity?: number; opacityMap?: string | Resource; side?: Side; blending?: MaterialBlending; repeatX?: number; repeatY?: number; offsetX?: number; offsetY?: number; wrap?: TextureWrap; depthTest?: boolean; depthWrite?: boolean; wireframe?: boolean; forceTransparent?: boolean; textureFiltering?: TextureFiltering; mipmaps?: boolean; }; type BasicMaterial = { type: "basic"; color: string; textureSrc?: string | Resource; roughness?: number; metalness?: number; opacity?: number; normalScale?: number; emissiveIntensity?: number; roughnessMap?: string | Resource; metalnessMap?: string | Resource; opacityMap?: string | Resource; normalMap?: string | Resource; emissiveMap?: string | Resource; emissiveColor?: string; side?: Side; blending?: MaterialBlending; repeatX?: number; repeatY?: number; offsetX?: number; offsetY?: number; wrap?: TextureWrap; depthTest?: boolean; depthWrite?: boolean; wireframe?: boolean; forceTransparent?: boolean; textureFiltering?: TextureFiltering; mipmaps?: boolean; }; type VideoMaterial = { type: "video"; color: string; textureSrc?: string | Resource; opacity?: number; }; type EntityReference = { type: "entity"; id: ObjectId; }; type Geometry = BoxGeometry | SphereGeometry | PlaneGeometry | CapsuleGeometry | ConeGeometry | CylinderGeometry | TetrahedronGeometry | PolyhedronGeometry | CircleGeometry | RingGeometry | TorusGeometry | FaceGeometry | null; type Material = BasicMaterial | UnlitMaterial | ShadowMaterial | HiderMaterial | VideoMaterial | null; type Url = { type: "url"; url: string; }; type Asset = { type: "asset"; asset: string; }; type Resource = Url | Asset; type GltfModel = { src: Resource; animationClip?: string; loop?: boolean; paused?: boolean; timeScale?: number; reverse?: boolean; repetitions?: number; crossFadeDuration?: number; }; type Splat = { src: Resource; skybox?: boolean; }; type Collider = { geometry?: BoxGeometry | SphereGeometry | PlaneGeometry | CapsuleGeometry | ConeGeometry | CylinderGeometry | { type: "auto"; }; mass?: number; linearDamping?: number; angularDamping?: number; friction?: number; rollingFriction?: number; spinningFriction?: number; restitution?: number; eventOnly?: boolean; lockXPosition?: boolean; lockYPosition?: boolean; lockZPosition?: boolean; lockXAxis?: boolean; lockYAxis?: boolean; lockZAxis?: boolean; gravityFactor?: number; highPrecision?: boolean; offsetX?: number; offsetY?: number; offsetZ?: number; }; type FontResource = { type: "font"; font: string; } | Resource; type UiRootType = "overlay" | "3d"; type BackgroundSize = "contain" | "cover" | "stretch" | "nineslice"; type UiGraphSettings = Partial<{ top: string; left: string; right: string; bottom: string; width: number | string; height: number | string; type: UiRootType; ignoreRaycast: boolean; font: FontResource; background: string; backgroundOpacity: number; backgroundSize: BackgroundSize; nineSliceBorderTop: string; nineSliceBorderBottom: string; nineSliceBorderLeft: string; nineSliceBorderRight: string; nineSliceScaleFactor: number; opacity: number; color: string; text: string; textAlign: TextAlignContent; verticalTextAlign: VerticalTextAlignContent; image: Resource; fixedSize: boolean; borderColor: string; borderRadius: number; borderRadiusTopLeft: string; borderRadiusTopRight: string; borderRadiusBottomRight: string; borderRadiusBottomLeft: string; fontSize: number; alignContent: AlignContent; alignItems: AlignItems; alignSelf: AlignItems; borderWidth: number; direction: Direction; display: Display; flex: number; flexBasis: string; flexDirection: FlexDirection; rowGap: string; gap: string; columnGap: string; flexGrow: number; flexShrink: number; flexWrap: FlexWrap; justifyContent: JustifyContent; margin: string; marginBottom: string; marginLeft: string; marginRight: string; marginTop: string; maxHeight: string; maxWidth: string; minHeight: string; minWidth: string; overflow: Overflow; padding: string; paddingBottom: string; paddingLeft: string; paddingRight: string; paddingTop: string; position: PositionMode; stackingOrder: number; }>; type Shadow = { castShadow?: boolean; receiveShadow?: boolean; }; type DistanceModel = "exponential" | "inverse" | "linear"; type AudioSettings = { src?: Resource; volume?: number; loop?: boolean; paused?: boolean; pitch?: number; positional?: boolean; refDistance?: number; rolloffFactor?: number; distanceModel?: DistanceModel; maxDistance?: number; }; type VideoControlsGraphSettings = { volume?: number; loop?: boolean; paused?: boolean; speed?: number; positional?: boolean; refDistance?: number; rolloffFactor?: number; distanceModel?: DistanceModel; maxDistance?: number; }; type LightType = "directional" | "ambient" | "point" | "spot" | "area"; type Light = { type: LightType; color?: string; intensity?: number; castShadow?: boolean; target?: Vec3Tuple; shadowNormalBias?: number; shadowBias?: number; shadowAutoUpdate?: boolean; shadowBlurSamples?: number; shadowRadius?: number; shadowMapSize?: Vec2Tuple; shadowCamera?: Vec6Tuple; distance?: number; decay?: number; followCamera?: boolean; angle?: number; penumbra?: number; colorMap?: Resource; width?: number; height?: number; }; type CameraType = "perspective" | "orthographic"; type Camera = { type?: CameraType; left?: number; right?: number; top?: number; bottom?: number; fov?: number; zoom?: number; nearClip?: number; farClip?: number; xr?: XrConfig; }; type XrCameraType = "world" | "face" | "hand" | "layers" | "worldLayers" | "3dOnly"; type DeviceSupportType = "AR" | "VR" | "3D" | "disabled"; type CameraDirectionType = "front" | "back"; type XrConfig = { xrCameraType?: XrCameraType; phone?: DeviceSupportType; desktop?: DeviceSupportType; headset?: DeviceSupportType; leftHandedAxes?: boolean; uvType?: "standard" | "projected"; direction?: CameraDirectionType; world?: XrWorldConfig; face?: XrFaceConfig; }; type XrWorldConfig = { scale?: "absolute" | "responsive"; disableWorldTracking?: boolean; enableLighting?: boolean; enableWorldPoints?: boolean; enableVps?: boolean; }; type XrFaceConfig = { mirroredDisplay?: boolean; meshGeometryFace?: boolean; meshGeometryEyes?: boolean; meshGeometryIris?: boolean; meshGeometryMouth?: boolean; enableEars?: boolean; maxDetections?: number; }; type Face = { id: number; addAttachmentState: boolean; }; type StaticImageTargetOrientation = { rollAngle: number; pitchAngle: number; }; type ImageTarget = { name: string; staticOrientation?: StaticImageTargetOrientation; }; type LocationVisualization = "mesh" | "splat" | "none"; type Map$1 = { latitude: number; longitude: number; targetEntity?: EntityReference; radius: number; spawnLocations: boolean; useGps: boolean; }; type MapTheme = { landColor?: string; buildingColor?: string; parkColor?: string; parkingColor?: string; roadColor?: string; sandColor?: string; transitColor?: string; waterColor?: string; landOpacity?: number; buildingOpacity?: number; parkOpacity?: number; parkingOpacity?: number; roadOpacity?: number; sandOpacity?: number; transitOpacity?: number; waterOpacity?: number; lod?: number; buildingBase?: number; parkBase?: number; parkingBase?: number; roadBase?: number; sandBase?: number; transitBase?: number; waterBase?: number; buildingMinMeters?: number; buildingMaxMeters?: number; roadLMeters?: number; roadMMeters?: number; roadSMeters?: number; roadXLMeters?: number; transitMeters?: number; waterMeters?: number; roadLMin?: number; roadMMin?: number; roadSMin?: number; roadXLMin?: number; transitMin?: number; waterMin?: number; landVisibility?: boolean; buildingVisibility?: boolean; parkVisibility?: boolean; parkingVisibility?: boolean; roadVisibility?: boolean; sandVisibility?: boolean; transitVisibility?: boolean; waterVisibility?: boolean; }; type MapPoint = { latitude: number; longitude: number; targetEntity?: EntityReference; meters: number; minScale: number; }; type BaseGraphObject = { id: ObjectId; name?: string; parentId?: string; prefab?: true; position: Vec3Tuple; rotation: Vec4Tuple; scale: Vec3Tuple; geometry: Geometry; material: Material; gltfModel?: GltfModel | null | undefined; splat?: Splat | null | undefined; collider?: Collider | null | undefined; audio?: AudioSettings | null | undefined; videoControls?: VideoControlsGraphSettings | null | undefined; ui?: UiGraphSettings | null | undefined; hidden?: boolean; shadow?: Shadow; light?: Light; camera?: Camera; face?: Face; imageTarget?: ImageTarget; map?: Map$1; mapTheme?: MapTheme; mapPoint?: MapPoint; components: Record; ephemeral?: boolean; disabled?: true; persistent?: true; order?: number; }; type PrefabInstanceDeletions = Partial<{ [K in keyof Omit]: true; }> & Partial<{ components: Record; }>; type PrefabInstanceChildrenData = Omit, "id" | "prefab"> & { id?: string; deletions?: PrefabInstanceDeletions; deleted?: true; }; type PrefabInstanceChildren = Record; type InstanceData = { instanceOf: string; deletions: PrefabInstanceDeletions; children?: PrefabInstanceChildren; }; type GraphObject = Partial & { id: ObjectId; components: Record; instanceData?: InstanceData; }; type Space = { id: string; name: string; sky?: Sky; activeCamera?: string; includedSpaces?: string[]; reflections?: string | Resource | null; fog?: Fog; }; type Spaces = Record; type Binding = { input: string; modifiers: string[]; }; type Action = { name: string; bindings: Binding[]; }; type InputMap = Record; type Color = { type: "color"; color?: string; }; type GradientStyle = "linear" | "radial"; type Gradient = { type: "gradient"; style?: GradientStyle; colors?: string[]; }; type Image$1 = { type: "image"; src?: Resource; }; type NoSky = { type: "none"; }; type Sky = Color | Gradient | Image$1 | NoSky; type NoFog = { type: "none"; }; type LinearFog = { type: "linear"; near: number; far: number; color: string; }; type ExponentialFog = { type: "exponential"; density: number; color: string; }; type Fog = NoFog | LinearFog | ExponentialFog; type SceneGraph = { activeCamera?: string; activeMap?: string; inputs?: InputMap; sky?: Sky; reflections?: string | Resource; entrySpaceId?: string; spaces?: Spaces; objects: Record; runtimeVersion?: RuntimeVersionTarget; }; export type Eid = bigint; type TypeToValue = { "eid": Eid; "f32": number; "f64": number; "i32": number; "ui8": number; "ui32": number; "string": string; "boolean": boolean; }; type Type = keyof TypeToValue; type ElementOf = TypeToValue[T]; export interface Schema { [key: string]: Type; } export type ReadData = { readonly [key in keyof T]: ElementOf; }; export type WriteData = { -readonly [key in keyof T]: ElementOf; }; type OrderedSchema = Array<[ string, Type, number ]>; type SpaceData = { id: string; name: string; spawned: boolean; }; type SpacesHandle = { loadSpace: (idOrName: string) => void; listSpaces: () => SpaceData[] | undefined; getActiveSpace: () => SpaceData | undefined; }; type PrefabsHandle = { graphIdToPrefab: Map; getPrefab: (name: string) => Eid | undefined; }; type SceneHandle = SpacesHandle & PrefabsHandle & { remove: () => void; updateBaseObjects: (newObjects: DeepReadonly>) => void; updateDebug: (newGraph: DeepReadonly) => void; graphIdToEid: Map; eidToObject: Map>; graphIdToPrefab: Map; _graphIdToEidOrPrefab: Map; }; type TimeoutId = number; type Callback = () => void; type TimeState = { elapsed: number; delta: number; absolute: number; absoluteDelta: number; }; type TimeApi = { setTimeout: (cb: Callback, timeout: number) => TimeoutId; setInterval: (cb: Callback, timeout: number) => TimeoutId; clearTimeout: (id: TimeoutId) => void; }; type Time = TimeState & TimeApi; type AudioControls = { mute: () => void; unmute: () => void; pause: () => void; play: () => void; setVolume: (newVolume: number) => void; }; interface Vec3Source { /** * Access the x component of the vector. */ readonly x: number; /** * Access the y component of the vector. */ readonly y: number; /** * Access the z component of the vector. */ readonly z: number; } interface Vec3 extends Vec3Source { /** * Create a new vector with the same components as this vector. * * API Type: Immutable API. * * @returns a new vector with the same components as this vector. */ clone: () => Vec3; /** * Compute the cross product of this vector and another vector. * * API Type: Immutable API. * * @param v vector to compute the cross product with. * @returns the cross product of this vector and another vector. */ cross: (v: Vec3) => Vec3; /** * Access the vector as a homogeneous array (4 dimensions). * * API Type: Immutable API. * * @returns a homogeneous array (4 dimensions) representing the vector. */ data: () => number[]; /** * Compute the euclidean distance between this vector and another vector. * * API Type: Immutable API. * * @param v vector to compute the distance to. * @returns the euclidean distance between this vector and v. */ distanceTo: (v: Vec3Source) => number; /** * Element-wise vector division. * * API Type: Immutable API. * * @param v vector to divide by. * @returns the result of dividing each element of this vector by each element of v. */ divide: (v: Vec3Source) => Vec3; /** * Compute the dot product of this vector and another vector. * * API Type: Immutable API. * * @param v vector to compute the dot product with. * @returns the dot product of this vector and v. */ dot: (v: Vec3Source) => number; /** * Check whether two vectors are equal, with a specified floating point tolerance. * * API Type: Immutable API. * * @param v vector to compare to. * @param tolerance used to judge near equality. * @returns true if vector components are each equal within the specified tolerance, false * otherwise. */ equals: (v: Vec3Source, tolerance: number) => boolean; /** * Compute the length of the vector. * * API Type: Immutable API. * * @returns the length of the vector. */ length: () => number; /** * Subtract a vector from this vector. * * API Type: Immutable API. * * @param v vector to subtract. * @returns the result of subtracting v from this vector. */ minus: (v: Vec3Source) => Vec3; /** * Compute a linear interpolation between this vector and another vector v with a factor t such * that the result is thisVec * (1 - t) + v * t. * * API Type: Immutable API. * * @param v vector to interpolate with. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns the result of the linear interpolation. */ mix: (v: Vec3Source, t: number) => Vec3; /** * Return a new vector with the same direction as this vector, but with a length of 1. * * API Type: Immutable API. * * @returns a new vector with the same direction as this vector, but with a length of 1. */ normalize: () => Vec3; /** * Add two vectors together. * * API Type: Immutable API. * * @param v vector to add. * @returns the result of adding v to this vector. */ plus: (v: Vec3Source) => Vec3; /** * Multiply the vector by a scalar. * * API Type: Immutable API. * * @param s scalar to multiply by. * @returns the result of multiplying this vector by s. */ scale: (s: number) => Vec3; /** * Element-wise vector multiplication. * * API Type: Immutable API. * * @param v vector to multiply by. * @returns the result of multiplying each element of this vector by each element of v. */ times: (v: Vec3Source) => Vec3; /** * Compute the cross product of this vector and another vector. Store the result in this Vec3 * and return this Vec3 for chaining. * * API Type: Mutable API. * * @param v vector to compute cross product with. * @returns this vector for chaining. */ setCross: (v: Vec3Source) => Vec3; /** * Element-wise vector division. Store the result in this Vec3 and return this Vec3 for * chaining. * * API Type: Mutable API. * * @param v vector to divide by. * @returns this vector for chaining. */ setDivide: (v: Vec3Source) => Vec3; /** * Subtract a vector from this vector. Store the result in this Vec3 and return this Vec3 * for chaining. * * API Type: Mutable API. * * @param v vector to subtract. * @returns this vector for chaining. */ setMinus: (v: Vec3Source) => Vec3; /** * Compute a linear interpolation between this vector and another vector v with a factor t such * that the result is thisVec * (1 - t) + v * t. The factor t should be between 0 and 1. Store the * result in this Vec3 and return this Vec3 for chaining. * * API Type: Mutable API. * * @param v vector to interpolate with. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns this vector for chaining. */ setMix: (v: Vec3Source, t: number) => Vec3; /** * Set the vector to be a version of itself with the same direction, but with length 1. Store the * result in this Vec3 and return this Vec3 for chaining. * * API Type: Mutable API. * * @returns this vector for chaining. */ setNormalize: () => Vec3; /** * Add two vectors together. Store the result in this Vec3 and return this Vec3 for chaining. * * API Type: Mutable API. * * @param v vector to add. * @returns this vector for chaining. */ setPlus: (v: Vec3Source) => Vec3; /** * Multiply the vector by a scalar. Store the result in this Vec3 and return this Vec3 for * chaining. * * API Type: Mutable API. * * @param s scalar to multiply by. * @returns this vector for chaining. */ setScale: (s: number) => Vec3; /** * Element-wise vector multiplication. Store the result in this Vec3 and return this Vec3 * for chaining. * * API Type: Mutable API. * * @param v vector to multiply by. * @returns this vector for chaining. */ setTimes: (v: Vec3Source) => Vec3; /** * Set the Vec3's x component. Store the result in this Vec3 and return this for chaining. * * API Type: Mutable API. * * @param v value to set this vector's x component to. * @returns this vector for chaining. */ setX(v: number): Vec3; /** * Set the Vec3's y component. Store the result in this Vec3 and return this Vec3 for chaining. * * API Type: Mutable API. * * @param v value to set this vector's y component to. * @returns this vector for chaining. */ setY(v: number): Vec3; /** * Set the Vec3's z component. Store the result in this Vec3 and return this Vec3 for chaining. * * API Type: Mutable API. * * @param v value to set this vector's z component to. * @returns this vector for chaining. */ setZ(v: number): Vec3; /** * Set the Vec3 to be all ones. Store the result in this Vec3 and return this Vec3 for chaining. * * API Type: Set API. * * @returns this vector for chaining. */ makeOne: () => Vec3; /** * Set the Vec3 to have all components set to the scale value s. Store the result in this Vec3 * and return this Vec3 for chaining. * * API Type: Set API. * * @param s value to set all components to. * @returns this vector for chaining. */ makeScale: (s: number) => Vec3; /** * Set the Vec3 to be pointed in the positive y direction. Store the result in this Vec3 and * return this Vec3 for chaining. * * API Type: Set API. * * @returns this vector for chaining. */ makeUp: () => Vec3; /** * Set the Vec3 to be all zeros. Store the result in this Vec3 and return this Vec3 for * chaining. * * API Type: Set API. * * @returns this vector for chaining. */ makeZero: () => Vec3; /** * Set this Vec3 to have the same value as another Vec3. Store the result in this Vec3 and return * this Vec3 for chaining. * * API Type: Set API. * * @param v vector to copy from. * @returns this vector for chaining. */ setFrom: (v: Vec3Source) => Vec3; /** * Set the Vec3's x, y, and z components. Store the result in this Vec3 and return this for * chaining. * * API Type: Set API. * * @param x value to set this vector's x component to. * @param y value to set this vector's y component to. * @param z value to set this vector's z component to. * @returns this vector for chaining. */ setXyz: (x: number, y: number, z: number) => Vec3; } interface Vec3Factory { /** * Create a Vec3 from an object with x, y, z properties. * * API Type: Factory API. * * @param source to copy. * @returns a new Vec3 with the same components as the source. */ from: (source: Vec3Source) => Vec3; /** * Create a Vec3 with all elements set to one. * * API Type: Factory API. * * @returns a new Vec3 with all elements set to one. */ one: () => Vec3; /** * Create a Vec3 with all elements set to the scale value s. * * API Type: Factory API. * * @param s value to set all components to. * @returns a new Vec3 with all elements set to the scale value s. */ scale: (s: number) => Vec3; /** * Create a Vec3 pointing in the positive y direction. * * API Type: Factory API. * * @returns a new Vec3 pointing in the positive y direction. */ up: () => Vec3; /** * Create a Vec3 from x, y, z values. * * API Type: Factory API. * * @param x value to set the x component to. * @param y value to set the y component to. * @param z value to set the z component to. * @returns a new Vec3 with the x, y, and z components set to the specified values. */ xyz: (x: number, y: number, z: number) => Vec3; /** * Create a Vec3 with all components set to zero. * * API Type: Factory API. * * @returns a new Vec3 with all components set to zero. */ zero: () => Vec3; } declare const vec3: Vec3Factory; interface QuatSource { /** * Access the x component of the quaternion. */ readonly x: number; /** * Access the y component of the quaternion. */ readonly y: number; /** * Access the z component of the quaternion. */ readonly z: number; /** * Access the w component of the quaternion. */ readonly w: number; } interface Quat extends QuatSource { /** * Convert the quaternion to an axis-angle representation. The direction of the vector gives the * axis of rotation, and the magnitude of the vector gives the angle, in radians. If `target` is * supplied, the result will be stored in `target` and `target` will be returned. Otherwise, a new * Vec3 will be created and returned. * * API Type: Immutable API. * * @param target optional vector to store the result in. * @returns target if supplied, otherwise a new Vec3. */ axisAngle: (target?: Vec3) => Vec3; /** * Create a new quaternion with the same components as this quaternion. * * API Type: Immutable API. * * @returns a new quaternion with the same components as this quaternion. */ clone: () => Quat; /** * Return the rotational conjugate of this quaternion. The conjugate of a quaternion represents * the same rotation in the opposite direction about the rotational axis. * * API Type: Immutable API. * * @returns a new quaternion representing the rotational conjugate of this quaternion. */ conjugate: () => Quat; /** * Access the quaternion as an array of [x, y, z, w]. * * API Type: Immutable API. * * @returns an array of [x, y, z, w]. */ data: () => number[]; /** * Angle between two quaternions, in degrees. * * API Type: Immutable API. * * @param target quaternion to compute the angle to. * @returns the angle between this quaternion and the target quaternion, in degrees. */ degreesTo: (target: QuatSource) => number; /** * Compute the quaternion required to rotate this quaternion to the target quaternion. * * API Type: Immutable API. * * @param target quaternion to rotate towards. * @returns the quaternion required to rotate this quaternion to the target quaternion. */ delta: (target: QuatSource) => Quat; /** * Compute the dot product of this quaternion with another quaternion. * * API Type: Immutable API. * * @param q quaternion to compute the dot product with. * @returns the dot product of this quaternion with the target quaternion. */ dot: (q: QuatSource) => number; /** * Check whether two quaternions are equal, with a specified floating point tolerance. * * API Type: Immutable API. * * @param v quaternion to compare to. * @param tolerance used to judge near equality. * @returns true if quaternions components are each equal within the specified tolerance, false * otherwise. */ equals: (q: QuatSource, tolerance: number) => boolean; /** * Compute the quaternion which multiplies this quaternion to get a zero rotation quaternion. * * API Type: Immutable API. * * @returns the inverse of this quaternion. */ inv: () => Quat; /** * Negate all components of this quaternion. The result is a quaternion representing the same * rotation as this quaternion. * * API Type: Immutable API. * * @returns the negated quaternion. */ negate: () => Quat; /** * Get the normalized version of this quaternion with a length of 1. * * API Type: Immutable API. * * @returns the normalized quaternion. */ normalize: () => Quat; /** * Convert the quaternion to pitch, yaw, and roll angles in radians. * * API Type: Immutable API. * * @param target optional vector to store the result in. * @returns target if supplied, otherwise a new Vec3. */ pitchYawRollRadians: (target?: Vec3) => Vec3; /** * Convert the quaternion to pitch, yaw, and roll angles in degrees. * * API Type: Immutable API. * * @param target optional vector to store the result in. * @returns target if supplied, otherwise a new Vec3. */ pitchYawRollDegrees: (target?: Vec3) => Vec3; /** * Add two quaternions together. * * API Type: Immutable API. * * @param q quaternion to add. * @returns the sum of this quaternion and the target quaternion. */ plus: (q: QuatSource) => Quat; /** * Angle between two quaternions, in radians. * * API Type: Immutable API. * * @param target quaternion to compute the angle to. * @returns the angle between this quaternion and the target quaternion, in radians. */ radiansTo: (target: QuatSource) => number; /** * Rotate this quaternion towards the target quaternion by a given number of radians, clamped to * the target. * * API Type: Immutable API. * * @param target quaternion to rotate towards. * @param radians number of radians to rotate. * @returns the rotated quaternion. */ rotateToward: (target: QuatSource, radians: number) => Quat; /** * Spherical interpolation between two quaternions given a provided interpolation value. If the * interpolation is set to 0, then it will return this quaternion. If the interpolation is set to * 1, then it will return the target quaternion. * * API Type: Immutable API. * * @param target quaternion to interpolate towards. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns the interpolated quaternion. */ slerp: (target: QuatSource, t: number) => Quat; /** * Multiply two quaternions together. * * API Type: Immutable API. * * @param q quaternion to multiply. * @returns the product of this quaternion and the target quaternion. */ times: (q: QuatSource) => Quat; /** * Multiply the quaternion by a vector. This is equivalent to converting the quaternion to a * rotation matrix and multiplying the matrix by the vector. * * API Type: Immutable API. * * @param v vector to multiply. * @param target optional vector to store the result in. * @returns target if supplied, otherwise a new Vec3. */ timesVec: (v: Vec3Source, target?: Vec3) => Vec3; /** * Set this quaternion to its rotational conjugate. The conjugate of a quaternion represents the * same rotation in the opposite direction about the rotational axis. Store the result in this * Quat and return this Quat for chaining. * * API Type: Mutable API. * * @returns this quaternion for chaining. */ setConjugate: () => Quat; /** * Compute the quaternion required to rotate this quaternion to the target quaternion. Store the * result in this Quat and return this Quat for chaining. * * API Type: Mutable API. * * @param target quaternion to rotate towards. * @returns this quaternion for chaining. */ setDelta: (target: QuatSource) => Quat; /** * Set this quaternion to the value in another quaternion. Store the result in this Quat and * return this Quat for chaining. * * API Type: Mutable API. * * @param q quaternion to set from. * @returns this quaternion for chaining. */ setFrom: (q: QuatSource) => Quat; /** * Set this to the quaternion which multiplies this quaternion to get a zero rotation quaternion. * Store the result in this Quat and return this Quat for chaining. * * API Type: Mutable API. * * @returns this quaternion for chaining. */ setInv: () => Quat; /** * Negate all components of this quaternion. The result is a quaternion representing the same * rotation as this quaternion. Store the result in this Quat and return this Quat for chaining. * * API Type: Mutable API. * * @returns this quaternion for chaining. */ setNegate: () => Quat; /** * Get the normalized version of this quaternion with a length of 1. Store the result in this * Quat and return this Quat for chaining. * * API Type: Mutable API. * * @returns this quaternion for chaining. */ setNormalize: () => Quat; /** * Add this quaternion to another quaternion. Store the result in this Quat and return this * Quat for chaining. * * API Type: Mutable API. * * @param q quaternion to add. * @returns this quaternion for chaining. */ setPlus: (q: QuatSource) => Quat; /** * Set this quaternion to the result of q times this quaternion. Store the result in this Quat * and return this Quat for chaining. * * API Type: Mutable API. * * @param q quaternion to premultiply. * @returns this quaternion for chaining. */ setPremultiply: (q: QuatSource) => Quat; /** * Rotate this quaternion towards the target quaternion by a given number of radians, clamped to * the target. Store the result in this Quat and return this Quat for chaining. * * API Type: Mutable API. * * @param target quaternion to rotate towards. * @param radians number of radians to rotate. * @returns this quaternion for chaining. */ setRotateToward: (target: QuatSource, radians: number) => Quat; /** * Spherical interpolation between two quaternions given a provided interpolation value. If the * interpolation is set to 0, then it will return this quaternion. If the interpolation is set to * 1, then it will return the target quaternion. Store the result in this Quat and return this * Quat for chaining. * * API Type: Mutable API. * * @param target quaternion to interpolate towards. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns this quaternion for chaining. */ setSlerp: (target: QuatSource, t: number) => Quat; /** * Multiply two quaternions together. Store the result in this Quat and return this Quat for * chaining. * * API Type: Mutable API. * * @param q quaternion to multiply. * @returns this quaternion for chaining. */ setTimes: (q: QuatSource) => Quat; /** * Set the quaternion to the specified x, y, z and w values. Store the result in this Quat and * return this Quat for chaining. * * API Type: Set API. * * @param x x component of the quaternion. * @param y y component of the quaternion. * @param z z component of the quaternion. * @param w w component of the quaternion. * @returns this quaternion for chaining. */ setXyzw: (x: number, y: number, z: number, w: number) => Quat; /** * Set a Quat from an axis-angle representation. The direction of the vector gives the axis of * rotation, and the magnitude of the vector gives the angle, in radians. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param aa vector containing the axis-angle representation of the rotation. * @returns this quaternion for chaining. */ makeAxisAngle: (aa: Vec3Source) => Quat; /** * Set the quaternion to a rotation specified by pitch, yaw, and roll angles in radians. Store the * result in this Quat and return this Quat for chaining. * * API Type: Set API. * * @param v vector containing the pitch, yaw, and roll angles in radians. * @returns this quaternion for chaining. */ makePitchYawRollRadians: (v: Vec3Source) => Quat; /** * Set the quaternion to a rotation that would cause the eye to look at the target with the given * up vector. Store the result in this Quat and return this Quat for chaining. * * API Type: Set API. * * @param eye vector where the eye is located. * @param target vector where the target is located. * @param up vector representing the up direction from the eye's perspective. * @returns this quaternion for chaining. */ makeLookAt: (eye: Vec3Source, target: Vec3Source, up: Vec3Source) => Quat; /** * Set the quaternion to a rotation specified by pitch, yaw, and roll angles in degrees. Store the * result in this Quat and return this Quat for chaining. * * API Type: Set API. * * @param v vector containing the pitch, yaw, and roll angles in degrees. * @returns this quaternion for chaining. */ makePitchYawRollDegrees: (v: Vec3Source) => Quat; /** * Set the quaternion to a rotation about the x-axis (pitch) in degrees. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param degrees the angle of rotation in degrees. * @returns this quaternion for chaining. */ makeXDegrees: (degrees: number) => Quat; /** * Set the quaternion to a rotation about the x-axis (pitch) in radians. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param radians the angle of rotation in radians. * @returns this quaternion for chaining. */ makeXRadians: (radians: number) => Quat; /** * Set the quaternion to a rotation about the y-axis (yaw) in degrees. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param degrees the angle of rotation in degrees. * @returns this quaternion for chaining. */ makeYDegrees: (degrees: number) => Quat; /** * Set the quaternion to a rotation about the y-axis (yaw) in radians. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param radians the angle of rotation in radians. * @returns this quaternion for chaining. */ makeYRadians: (radians: number) => Quat; /** * Set the quaternion to a rotation about the z-axis (roll) in degrees. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param degrees the angle of rotation in degrees. * @returns this quaternion for chaining. */ makeZDegrees: (degrees: number) => Quat; /** * Set the quaternion to a rotation about the z-axis (roll) in radians. Store the result in this * Quat and return this Quat for chaining. * * API Type: Set API. * * @param radians the angle of rotation in radians. * @returns this quaternion for chaining. */ makeZRadians: (radians: number) => Quat; /** * Set the quaternion to a zero rotation. Store the result in this Quat and return this Quat for * chaining. * * API Type: Set API. * * @returns this quaternion for chaining. */ makeZero: () => Quat; } interface QuatFactory { /** * Create a Quat from an axis-angle representation. The direction of the `aa` vector gives the * axis of rotation, and the magnitude of the vector gives the angle, in radians. For example, * `quat.axisAngle(vec3.up().scale(Math.PI / 2))` represents a 90-degree rotation about the * y-axis, and is equivalent to `quat.yDegrees(90)`. If `target` is supplied, the result will be * stored in `target` and `target` will be returned. Otherwise, a new Quat will be created and * returned. * * API Type: Factory API. * * @param aa vector containing the axis-angle representation of the rotation. * @param target optional quaternion to store the result in. * @returns target if supplied, otherwise a new Quat. */ axisAngle: (aa: Vec3Source, target?: Quat) => Quat; /** * Create a Quat from an object with x, y, z, w properties. * * API Type: Factory API. * * @param source object with x, y, z, w properties. * @returns a new Quat with the same components as the source object. */ from: (source: QuatSource) => Quat; /** * Create a Quat representing the rotation required for an object positioned at `eye` to look at * an object positioned at `target`, with the given `up` vector. * * API Type: Factory API. * * @param eye vector where the eye is located. * @param target vector where the target is located. * @param up vector representing the up direction from the eye's perspective. * @returns a new Quat representing the rotation required for an object positioned at `eye` to * look at an object positioned at `target`, with the given `up` vector. */ lookAt: (eye: Vec3Source, target: Vec3Source, up: Vec3Source) => Quat; /** * Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler * angles. Rotation is specified in degrees. * * API Type: Factory API. * * @param v vector containing the pitch, yaw, and roll angles in degrees. * @returns a new Quat representing the rotation specified by the pitch, yaw, and roll angles in * degrees. */ pitchYawRollDegrees: (v: Vec3Source) => Quat; /** * Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler * angles. Rotation is specified in radians. * * API Type: Factory API. * * @param v rotation specified in radians. * @returns a new Quat representing the rotation specified by the pitch, yaw, and roll angles in * radians. */ pitchYawRollRadians: (v: Vec3Source) => Quat; /** * Create a Quat which represents a rotation about the x-axis. Rotation is specified in degrees. * * API Type: Factory API. * * @param degrees to rotate. * @returns a new Quat representing the rotation. */ xDegrees: (degrees: number) => Quat; /** * Create a Quat which represents a rotation about the x-axis. Rotation is specified in radians. * * API Type: Factory API. * * @param radians to rotate. * @returns a new Quat representing the rotation. */ xRadians: (radians: number) => Quat; /** * Create a Quat from the specified x, y, z, and w values. * * API Type: Factory API. * * @param x component of the quaternion. * @param y component of the quaternion. * @param z component of the quaternion. * @param w component of the quaternion. * @returns a new Quat with the specified components. */ xyzw: (x: number, y: number, z: number, w: number) => Quat; /** * Create a Quat which represents a rotation about the y-axis. Rotation is specified in degrees. * * API Type: Factory API. * * @param degrees to rotate. * @returns a new Quat representing the rotation. */ yDegrees: (degrees: number) => Quat; /** * Create a Quat which represents a rotation about the y-axis. Rotation is specified in radians. * * API Type: Factory API. * * @param radians to rotate. * @returns a new Quat representing the rotation. */ yRadians: (radians: number) => Quat; /** * Create a Quat which represents a rotation about the z-axis. Rotation is specified in degrees. * * API Type: Factory API. * * @param degrees to rotate. * @returns a new Quat representing the rotation. */ zDegrees: (degrees: number) => Quat; /** * Create a Quat which represents a rotation about the z-axis. Rotation is specified in radians. * * API Type: Factory API. * * @param radians to rotate. * @returns a new Quat representing the rotation. */ zRadians: (radians: number) => Quat; /** * Create a Quat which represents a zero rotation. * * API Type: Factory API. * * @returns a new Quat representing a zero rotation. */ zero: () => Quat; } declare const quat: QuatFactory; interface Mat4 { /** * Create a new matrix with the same components as this matrix. * * API Type: Immutable API. * * @returns a new matrix with the same components as this matrix. */ clone: () => Mat4; /** * Get the raw data of the matrix, in column-major order. * * API Type: Immutable API. * * @returns the 16-element raw data of the matrix, in column-major order. */ data: () => number[]; /** * Decompose the matrix into its translation, rotation, and scale components, assuming it was * formed by a translation, rotation, and scale in that order. If `target` is supplied, the result * will be stored in `target` and `target` will be returned. Otherwise, a new {t, r, s} object * will be created and returned. * * If you don't need the rotation in quaternion form, decomposeT and decomposeS are more efficient * ways to get just the translation or scale. * * API Type: Immutable API. * * @param target optional target object to store the result in. * @returns target if supplied, otherwise a new {t, r, s} object. */ decomposeTrs: (target?: { t: Vec3; r: Quat; s: Vec3; }) => { t: Vec3; r: Quat; s: Vec3; }; /** * Get the rotation component of the TRS matrix * * @param target optional target object to store the result in. * @returns target if supplied, otherwise a new quaternion. */ decomposeR: (target?: Quat) => Quat; /** * Get the translation component of the TRS matrix. * * @param target optional target object to store the result in. * @returns target if supplied, otherwise a new vec3. */ decomposeT: (target?: Vec3) => Vec3; /** * Get the scale component of the TRS matrix. * * @param target optional target object to store the result in. * @returns target if supplied, otherwise a new vec3. */ decomposeS: (target?: Vec3) => Vec3; /** * Compute the determinant of the matrix. * * API Type: Immutable API. * * @returns the determinant of the matrix. */ determinant: () => number; /** * Check whether two matrices are equal, with a specified floating point tolerance. * * API Type: Immutable API. * * @param m matrix to compare to. * @param tolerance used to judge near equality. * @returns true if all matrix elements are equal within the specified tolerance, false otherwise. */ equals: (m: Mat4, tolerance: number) => boolean; /** * Invert the matrix, or throw if the matrix is not invertible. Because Mat4 stores a precomputed * inverse, this operation is very fast. * * API Type: Immutable API. * * @returns the inverse of the matrix. */ inv: () => Mat4; /** * Get the raw data of the inverse matrix, in column-major order, or null if the matrix is not * invertible. * * API Type: Immutable API. * * @returns the 16-element raw data of the inverse matrix, in column-major order, or null if the * matrix is not invertible. */ inverseData: () => number[] | null; /** * Get a matrix with the same position and scale as this matrix, but with the rotation set to look * at the target. * * API Type: Immutable API. * * @param target vector where the target is located. * @param up vector representing the up direction from the mat4's perspective. * @returns a new matrix with the same position and scale as this matrix, but with the rotation * set to look at the target. */ lookAt: (target: Vec3Source, up: Vec3Source) => Mat4; /** * Multiply the matrix by a scalar. Scaling by 0 throws an error. * * API Type: Immutable API. * * @param s scalar to multiply the matrix by. * @returns the matrix multiplied by the scalar. */ scale: (s: number) => Mat4; /** * Get the transpose of the matrix. * * API Type: Immutable API. * * @returns the transpose of the matrix. */ transpose: () => Mat4; /** * Multiply the matrix by another matrix. * * API Type: Immutable API. * * @param m matrix to multiply by. * @returns the matrix multiplied by another matrix. */ times: (m: Mat4) => Mat4; /** * Multiply the matrix by a vector using homogeneous coordinates. * * API Type: Immutable API. * * @param v vector to multiply by. * @param target optional target to store the result in. * @returns the transformed vector. */ timesVec: (v: Vec3Source, target?: Vec3) => Vec3; /** * Invert the matrix, or throw if the matrix is not invertible. Because Mat4 stores a precomputed * inverse, this operation is very fast. Store the result in this Mat4 and return this Mat4 for * chaining. * * API Type: Mutable API. * * @returns this matrix for chaining. */ setInv: () => Mat4; /** * Set the matrix rotation to look at the target, keeping translation and scale unchanged. Store * the result in this Mat4 and return this Mat4 for chaining. * * API Type: Mutable API. * * @param target vector where the target is located. * @param up vector representing the up direction from the mat4's perspective. * @returns this matrix for chaining. */ setLookAt: (target: Vec3Source, up: Vec3Source) => Mat4; /** * Set the matrix to the result of m times this matrix. Store the result in this Mat4 and return * this Mat4 for chaining. * * API Type: Mutable API. * * @param m matrix to premultiply by. * @returns this matrix for chaining. */ setPremultiply: (m: Mat4) => Mat4; /** * Multiply each element of the matrix by a scaler. Scaling by 0 throws an error. Store the result * in this Mat4 and return this Mat4 for chaining. * * API Type: Mutable API. * * @param s scalar to multiply the matrix by. * @returns this matrix for chaining. */ setScale: (s: number) => Mat4; /** * Multiply the matrix by another matrix. Store the result in this Mat4 and return this Mat4 for * chaining. * * API Type: Mutable API. * * @param m matrix to multiply by. * @returns this matrix for chaining. */ setTimes: (m: Mat4) => Mat4; /** * Set the matrix to its transpose. Store the result in this Mat4 and return this Mat4 for * chaining. * * API Type: Mutable API. * * @returns this matrix for chaining. */ setTranspose: () => Mat4; /** * Set the matrix to the identity matrix. Store the result in this Mat4 and return this Mat4 for * chaining. * * API Type: Set API. * * @returns this matrix for chaining. */ makeI: () => Mat4; /** * Set this matrix to a rotation matrix from the specified quaternion. Store the result in this * Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param r quaternion representing the desired rotation matrix. * @returns this matrix for chaining. */ makeR: (r: QuatSource) => Mat4; /** * Create a matrix with specified row data, and optionally specified inverse row data. `dataRows` * and `inverseDataRows` should be four arrays, each with four numbers. If the inverse is not * specified, it will be computed if the matrix is invertible. If the matrix is not invertible, * calling inv() will throw an error. * * API Type: Set API. * * @param rowData for the matrix, 4 arrays of 4 elements each. * @param inverseRowData optional inverse row data for the matrix, 4 arrays of 4 elements each. * @returns this matrix for chaining. */ makeRows: (rowData: number[][], inverseRowData?: number[][]) => Mat4; /** * Set this matrix to a scale matrix from the specified vector. No element of the vector should be * zero. Store the result in this Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param s vector representing the desired scale in each of the x, y, and z dimensions. * @returns this matrix for chaining. */ makeS: (s: Vec3Source) => Mat4; /** * Set this matrix to a translation matrix from the specified vector. Store the result in this * Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param t vector representing the desired translation in each of the x, y, and z dimensions. * @returns this matrix for chaining. */ makeT: (t: Vec3Source) => Mat4; /** * Set this matrix to a translation and rotation matrix from the specified vector and quaternion. * Store the result in this Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param t vector representing the desired translation in each of the x, y, and z dimensions. * @param r quaternion representing the desired rotation matrix. * @returns this matrix for chaining. */ makeTr: (t: Vec3Source, r: QuatSource) => Mat4; /** * Set this matrix to a translation, rotation, and scale matrix from the specified vectors and * quaternion. Store the result in this Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param t vector representing the desired translation in each of the x, y, and z dimensions. * @param r quaternion representing the desired rotation matrix. * @param s vector representing the desired scale in each of the x, y, and z dimensions. * @returns this matrix for chaining. */ makeTrs: (t: Vec3Source, r: QuatSource, s: Vec3Source) => Mat4; /** * Set the value of the matrix and inverse to the provided values. If no inverse is provided, one * will be computed if possible. If the matrix is not invertible, calling inv() will throw an * error. Store the result in this Mat4 and return this Mat4 for chaining. * * API Type: Set API. * * @param data for the matrix, 16 elements in column-major order. * @param inverseData optional inverse data for the matrix, 16 elements in column-major order. * @returns this matrix for chaining. */ set: (data: number[], inverseData?: number[]) => Mat4; } interface Mat4Factory { /** * Identity matrix. * * API Type: Factory API. * * @returns the identity matrix. */ i: () => Mat4; /** * Create the matrix with directly specified data, in column major order. An optional inverse can * be specified. If the inverse is not specified, it will be computed if the matrix is invertible. * If the matrix is not invertible, calling inv() will throw an error. * * API Type: Factory API. * * @param data for the matrix, 16 elements in column-major order. * @param inverseData optional inverse data for the matrix, 16 elements in column-major order. * @returns the matrix with the specified data. */ of: (data: number[], inverseData?: number[]) => Mat4; /** * Create a rotation matrix from a quaternion. * * API Type: Factory API. * * @param q quaternion representing the rotation. * @returns the rotation matrix. */ r: (q: QuatSource) => Mat4; /** * Create a matrix with specified row data, and optionally specified inverse row data. `dataRows` * and `inverseDataRows` should be four arrays, each with four numbers. If the inverse is not * specified, it will be computed if the matrix is invertible. If the matrix is not invertible, * calling inv() will throw an error. * * API Type: Factory API. * * @param dataRows for the matrix, 4 arrays of 4 elements each. * @param inverseDataRows optional inverse row data for the matrix, 4 arrays of 4 elements each. * @returns the matrix with the specified row data. */ rows: (dataRows: number[][], inverseDataRows?: number[][]) => Mat4; /** * Create a scale matrix. No scale element should be zero. * * API Type: Factory API. * * @param v vector representing the scale in each of the x, y, and z dimensions. * @returns the scale matrix. */ s: (v: Vec3Source) => Mat4; /** * Create a translation matrix. * * API Type: Factory API. * * @param v vector representing the translation in each of the x, y, and z dimensions. * @returns the translation matrix. */ t: (v: Vec3Source) => Mat4; /** * Create a translation and rotation matrix. * * API Type: Factory API. * * @param t vector representing the translation in each of the x, y, and z dimensions. * @param r quaternion representing the rotation matrix. * @returns the translation and rotation matrix. */ tr: (t: Vec3Source, r: QuatSource) => Mat4; /** * Create a translation, rotation, and scale matrix. * * API Type: Factory API. * * @param t vector representing the translation in each of the x, y, and z dimensions. * @param r quaternion representing the rotation matrix. * @param s vector representing the scale in each of the x, y, and z dimensions. * @returns the translation, rotation, and scale matrix. */ trs: (t: Vec3Source, r: QuatSource, s: Vec3Source) => Mat4; } declare const mat4: Mat4Factory; interface Vec2Source { /** * Access the x component of the vector. */ readonly x: number; /** * Access the y component of the vector. */ readonly y: number; } interface Vec2 extends Vec2Source { /** * Create a new vector with the same components as this vector. * * API Type: Immutable API. * * @returns a new vector with the same components as this vector. */ clone: () => Vec2; /** * Compute the cross product of this vector and another vector. For 2D vectors, the cross product * is the magnitude of the z component of the 3D cross product of the two vectors with 0 as the z * component. * * API Type: Immutable API. * * @param v vector to compute the cross product with. * @returns the cross product of this vector and another vector. */ cross: (v: Vec2) => number; /** * Compute the euclidean distance between this vector and another vector. * * API Type: Immutable API. * * @param v vector to compute the distance to. * @returns the euclidean distance between this vector and v. */ distanceTo: (v: Vec2Source) => number; /** * Element-wise vector division. * * API Type: Immutable API. * * @param v vector to divide by. * @returns the result of dividing each element of this vector by each element of v. */ divide: (v: Vec2Source) => Vec2; /** * Compute the dot product of this vector and another vector. * * API Type: Immutable API. * * @param v vector to compute the dot product with. * @returns the dot product of this vector and v. */ dot: (v: Vec2Source) => number; /** * Check whether two vectors are equal, with a specified floating point tolerance. * * API Type: Immutable API. * * @param v vector to compare to. * @param tolerance used to judge near equality. * @returns true if vector components are each equal within the specified tolerance, false * otherwise. */ equals: (v: Vec2Source, tolerance: number) => boolean; /** * Compute the length of the vector. * * API Type: Immutable API. * * @returns the length of the vector. */ length: () => number; /** * Subtract a vector from this vector. * * API Type: Immutable API. * * @param v vector to subtract. * @returns the result of subtracting v from this vector. */ minus: (v: Vec2Source) => Vec2; /** * Compute a linear interpolation between this vector and another vector v with a factor t such * that the result is thisVec * (1 - t) + v * t. * * API Type: Immutable API. * * @param v vector to interpolate with. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns the result of the linear interpolation. */ mix: (v: Vec2Source, t: number) => Vec2; /** * Return a new vector with the same direction as this vector, but with a length of 1. * * API Type: Immutable API. * * @returns a new vector with the same direction as this vector, but with a length of 1. */ normalize: () => Vec2; /** * Add two vectors together. * * API Type: Immutable API. * * @param v vector to add. * @returns the result of adding v to this vector. */ plus: (v: Vec2Source) => Vec2; /** * Multiply the vector by a scalar. * * API Type: Immutable API. * * @param s scalar to multiply by. * @returns the result of multiplying this vector by s. */ scale: (s: number) => Vec2; /** * Element-wise vector multiplication. * * API Type: Immutable API. * * @param v vector to multiply by. * @returns the result of multiplying each element of this vector by each element of v. */ times: (v: Vec2Source) => Vec2; /** * Element-wise vector division. Store the result in this Vec2 and return this Vec2 for * chaining. * * API Type: Mutable API. * * @param v vector to divide by. * @returns this vector for chaining. */ setDivide: (v: Vec2Source) => Vec2; /** * Subtract a vector from this vector. Store the result in this Vec2 and return this Vec2 * for chaining. * * API Type: Mutable API. * * @param v vector to subtract. * @returns this vector for chaining. */ setMinus: (v: Vec2Source) => Vec2; /** * Compute a linear interpolation between this vector and another vector v with a factor t such * that the result is thisVec * (1 - t) + v * t. The factor t should be between 0 and 1. Store the * result in this Vec2 and return this Vec2 for chaining. * * API Type: Mutable API. * * @param v vector to interpolate with. * @param t factor to interpolate; should be between in 0 to 1, inclusive. * @returns this vector for chaining. */ setMix: (v: Vec2Source, t: number) => Vec2; /** * Set the vector to be a version of itself with the same direction, but with length 1. Store the * result in this Vec2 and return this Vec2 for chaining. * * API Type: Mutable API. * * @returns this vector for chaining. */ setNormalize: () => Vec2; /** * Add two vectors together. Store the result in this Vec2 and return this Vec2 for chaining. * * API Type: Mutable API. * * @param v vector to add. * @returns this vector for chaining. */ setPlus: (v: Vec2Source) => Vec2; /** * Multiply the vector by a scalar. Store the result in this Vec2 and return this Vec2 for * chaining. * * API Type: Mutable API. * * @param s scalar to multiply by. * @returns this vector for chaining. */ setScale: (s: number) => Vec2; /** * Element-wise vector multiplication. Store the result in this Vec2 and return this Vec2 * for chaining. * * API Type: Mutable API. * * @param v vector to multiply by. * @returns this vector for chaining. */ setTimes: (v: Vec2Source) => Vec2; /** * Set the Vec2's x component. Store the result in this Vec2 and return this for chaining. * * API Type: Mutable API. * * @param v value to set this vector's x component to. * @returns this vector for chaining. */ setX(v: number): Vec2; /** * Set the Vec2's y component. Store the result in this Vec2 and return this Vec2 for chaining. * * API Type: Mutable API. * * @param v value to set this vector's y component to. * @returns this vector for chaining. */ setY(v: number): Vec2; /** * Set the Vec2 to be all ones. Store the result in this Vec2 and return this Vec2 for chaining. * * API Type: Set API. * * @returns this vector for chaining. */ makeOne: () => Vec2; /** * Set the Vec2 to have all components set to the scale value s. Store the result in this Vec2 * and return this Vec2 for chaining. * * API Type: Set API. * * @param s value to set all components to. * @returns this vector for chaining. */ makeScale: (s: number) => Vec2; /** * Set the Vec2 to be all zeros. Store the result in this Vec2 and return this Vec2 for * chaining. * * API Type: Set API. * * @returns this vector for chaining. */ makeZero: () => Vec2; /** * Set this Vec2 to have the same value as another Vec2. Store the result in this Vec2 and return * this Vec2 for chaining. * * API Type: Set API. * * @param v vector to copy from. * @returns this vector for chaining. */ setFrom: (v: Vec2Source) => Vec2; /** * Set the Vec2's x and y components. Store the result in this Vec2 and return this for chaining. * * API Type: Set API. * * @param x value to set this vector's x component to. * @param y value to set this vector's y component to. * @returns this vector for chaining. */ setXy: (x: number, y: number) => Vec2; } interface Vec2Factory { /** * Create a Vec2 from an object with x, y properties. * * API Type: Factory API. * * @param source to copy. * @returns a new Vec2 with the same components as the source. */ from: (source: Vec2Source) => Vec2; /** * Create a Vec2 with all elements set to one. * * API Type: Factory API. * * @returns a new Vec2 with all elements set to one. */ one: () => Vec2; /** * Create a Vec2 with all elements set to the scale value s. * * API Type: Factory API. * * @param s value to set all components to. * @returns a new Vec2 with all elements set to the scale value s. */ scale: (s: number) => Vec2; /** * Create a Vec2 from x, y, z values. * * API Type: Factory API. * * @param x value to set the x component to. * @param y value to set the y component to. * @returns a new Vec2 with the x and y components set to the specified values. */ xy: (x: number, y: number) => Vec2; /** * Create a Vec2 with all components set to zero. * * API Type: Factory API. * * @returns a new Vec2 with all components set to zero. */ zero: () => Vec2; } declare const vec2: Vec2Factory; type ShadowLights = DirectionalLight | PointLight | SpotLight; type NoShadowLights = AmbientLight | RectAreaLight; type Lights = ShadowLights | NoShadowLights; type CameraObject = OrthographicCamera | PerspectiveCamera; type CameraManager = { getActiveEid: () => Eid; setActiveEid: (eid: Eid) => void; notifyCameraAdded: (eid: Eid) => void; notifyCameraRemoved: (eid: Eid) => void; attach: () => void; detach: () => void; }; export interface ActiveCameraChangeEvent { camera: CameraObject; } export interface ActiveCameraEidChangeEvent { eid: Eid; } type XrCameraInfo = unknown; type Overrides = { parent: Object3D | null; children: Object3D[]; }; type Object3D = Omit & Overrides; interface InputManagerApi { setActiveMap: (name: string) => void; getActiveMap: () => string; getAction: (action: string) => number; readInputMap: (inputMap: DeepReadonly) => void; } interface InputListenerApi { getAxis: (gamepadIdx?: number) => DeepReadonly | undefined; getGamepads: () => DeepReadonly; getKey: (code: string) => boolean; getKeyDown: (code: string) => boolean; getKeyUp: (code: string) => boolean; getButton: (input: number, gamepadIdx?: number) => boolean; getButtonDown: (input: number, gamepadIdx?: number) => boolean; getButtonUp: (input: number, gamepadIdx?: number) => boolean; enablePointerLockRequest: () => void; disablePointerLockRequest: () => void; isPointerLockActive: () => boolean; exitPointerLock: () => void; getMouseButton: (value: number) => boolean; getMouseDown: (value: number) => boolean; getMouseUp: (value: number) => boolean; getMousePosition: () => DeepReadonly<[ number, number ]>; getMouseVelocity: () => DeepReadonly<[ number, number ]>; getMouseScroll: () => DeepReadonly<[ number, number ]>; getTouch: (identifier?: number) => boolean; getTouchDown: (identifier?: number) => boolean; getTouchUp: (identifier?: number) => boolean; getTouchIds: () => number[]; } interface InputApi extends InputListenerApi, InputManagerApi { attach: () => void; detach: () => void; } interface WorldEffectCameraSchema { disableWorldTracking: boolean; enableLighting: boolean; enableWorldPoints: boolean; leftHandedAxes: boolean; mirroredDisplay: boolean; scale: string; direction: string; allowedDevices: string; enableVps: boolean; } interface FaceEffectCameraSchema { nearClip: number; farClip: number; direction: string; meshGeometryFace: boolean; meshGeometryEyes: boolean; meshGeometryIris: boolean; meshGeometryMouth: boolean; uvType: string; maxDetections: number; enableEars: boolean; mirroredDisplay: boolean; allowedDevices: string; } interface EcsRenderOverride { engage(): void; disengage(): void; render(dt: number): void; } type XrManager = { createWorldEffect: (config: Partial, eid: Eid) => number; startCameraPipeline: (handle: number) => void; stopCameraPipeline: (handle: number) => void; createFaceEffect: (config: Partial, eid: Eid) => number; startMediaRecorder: () => void; stopMediaRecorder: () => void; takeScreenshot: () => Promise; drawPausedBackground: () => void; setEcsRenderOverride: (renderOverride: EcsRenderOverride) => void; attach: () => void; detach: () => void; tick: () => void; tock: () => void; }; type QueuedEvent = { target: Eid; currentTarget: Eid; name: string; data: unknown; }; type EventListener$1 = (event: QueuedEvent) => void; interface Events { globalId: Eid; addListener: (target: Eid, name: string, listener: EventListener$1) => void; removeListener: (target: Eid, name: string, listener: EventListener$1) => void; dispatch: (target: Eid, name: string, data?: unknown) => void; } interface PointerApi { attach: () => void; detach: () => void; } type RaycastStage = { scene: Scene; getCamera: () => CameraObject; includeWorldPosition: boolean; }; type IntersectionResult = { eid?: Eid; point: Vec3; distance: number; threeData: Intersection; }; type TransformManager = { getLocalPosition(eid: Eid, out?: Vec3): Vec3; getLocalTransform(eid: Eid, out?: Mat4): Mat4; getWorldPosition(eid: Eid, out?: Vec3): Vec3; getWorldQuaternion(eid: Eid, out?: Quat): Quat; getWorldTransform(eid: Eid, out?: Mat4): Mat4; setLocalPosition(eid: Eid, position: Vec3Source): void; setLocalTransform(eid: Eid, mat4: Mat4): void; setWorldPosition(eid: Eid, position: Vec3Source): void; setWorldQuaternion(eid: Eid, rotation: QuatSource): void; setWorldTransform(eid: Eid, mat4: Mat4): void; translateSelf(eid: Eid, translation: Partial): void; translateLocal(eid: Eid, translation: Partial): void; translateWorld(eid: Eid, translation: Partial): void; rotateSelf(eid: Eid, rotation: QuatSource): void; rotateLocal(eid: Eid, rotation: QuatSource): void; lookAt(eid: Eid, other: Eid): void; lookAtLocal(eid: Eid, position: Vec3Source): void; lookAtWorld(eid: Eid, position: Vec3Source): void; }; export type SchemaOf> = T extends RootAttribute ? P : never; export type RootAttribute = { set(world: World, eid: Eid, data?: Partial>): void; get(world: World, eid: Eid): ReadData; has(world: World, eid: Eid): boolean; cursor(world: World, eid: Eid): WriteData; mutate: (world: World, eid: Eid, fn: (cursor: WriteData) => void | boolean) => void; acquire(world: World, eid: Eid): WriteData; commit(world: World, eid: Eid, modified?: boolean): void; reset(world: World, eid: Eid): void; remove(world: World, eid: Eid): void; dirty(world: World, eid: Eid): void; forWorld: (world: World) => WorldAttribute; schema: T | undefined; orderedSchema: OrderedSchema; defaults: Partial> | undefined; }; export type WorldAttribute = { id: number; set(eid: Eid, data?: Partial>): void; get(eid: Eid): ReadData; has(eid: Eid): boolean; cursor(eid: Eid): WriteData; mutate(eid: Eid, fn: (cursor: WriteData) => void | boolean): void; acquire(eid: Eid): WriteData; commit(eid: Eid, modified?: boolean): void; reset(eid: Eid): void; remove(eid: Eid): void; dirty(eid: Eid): void; }; type FunctionWithoutEid any> = (Fn extends (eid: Eid, ...args: infer A) => infer R ? (...args: A) => R : never); type EntityTransformManager = { [K in keyof TransformManager]: FunctionWithoutEid; } & { lookAt: (other: Eid | Entity) => void; }; export type Entity = EntityTransformManager & { eid: Eid; get: (component: RootAttribute) => ReadData; has: (component: RootAttribute) => boolean; set: (component: RootAttribute, data: Partial>) => void; remove: (component: RootAttribute) => void; reset: (component: RootAttribute) => void; hide(): void; show(): void; isHidden(): boolean; disable(): void; enable(): void; isDisabled(): boolean; delete(): void; isDeleted(): boolean; setParent(parent: Eid | Entity | undefined | null): void; getChildren(): Entity[]; getParent(): Entity | null; addChild(child: Eid | Entity): void; }; type EffectsManager = { setFog: (fog: DeepReadonly | undefined) => void; getFog: () => Fog | undefined; attach: () => void; detach: () => void; }; type MatrixUpdateMode = "auto" | "manual"; interface ThreeState { renderer: WebGLRenderer; activeCamera: CameraObject; entityToObject: Map; scene: Scene; /** * By passing 'manual', opt in to more efficient matrix update logic. Set back to 'auto' to reset * to default behavior. */ setMatrixUpdateMode(mode: MatrixUpdateMode): void; /** * When in manual matrix update mode, call notifyChanged after moving or reparenting * raw three.js objects. */ notifyChanged: (object: Object3D) => void; } interface BaseWorld { time: Time; allEntities: Set; eidToEntity: Map; three: ThreeState; insertRaycastStage: (stage: RaycastStage, idx: number) => void; /** @deprecated */ scene: Scene; } type TickMode = "partial" | "full" | "zero"; interface LateWorld { start: () => void; stop: () => void; tick: (dt?: number) => void; tock: () => void; getTickMode: () => TickMode; setTickMode: (tickMode: TickMode) => void; destroy: () => void; loadScene: (scene: DeepReadonly, callback?: (handle: SceneHandle) => void) => SceneHandle; createEntity: (prefabNameOrEid?: string | Eid) => Eid; deleteEntity: (eid: Eid) => void; getInstanceEntity: (instanceEid: Eid, prefabChildEid: Eid) => Eid; spawnIntoObject: (eid: Eid, object: DeepReadonly, graphIdToEid: Map) => void; setScale: (eid: Eid, x: number, y: number, z: number) => void; setPosition: (eid: Eid, x: number, y: number, z: number) => void; setQuaternion: (eid: Eid, x: number, y: number, z: number, w: number) => void; setTransform: (eid: Eid, transform: Mat4) => void; getWorldTransform: (eid: Eid, transform: Mat4) => void; normalizeQuaternion: (eid: Eid) => void; setParent: (eid: Eid, parent: Eid) => void; getParent: (eid: Eid) => Eid; getChildren: (eid: Eid) => Generator; raycast: (origin: Vec3Source, direction: Vec3Source, near?: number, far?: number) => IntersectionResult[]; raycastFrom: (eid: Eid, near?: number, far?: number) => IntersectionResult[]; audio: AudioControls; camera: CameraManager; pointer: PointerApi; events: Events; getEntity: (eid: Eid) => Entity; transform: TransformManager; input: InputApi; xr: XrManager; setSceneHook: (hook: SpacesHandle & PrefabsHandle) => void; spaces: SpacesHandle; effects: EffectsManager; } export interface World extends BaseWorld, LateWorld { } export declare const createWorld: (scene: Scene, renderer: WebGLRenderer, camera: CameraObject) => World; type TransitionCallback = CallbackArgument extends void ? () => void : (arg: CallbackArgument) => void; export interface State { triggers: Record; onEnter?: TransitionCallback; onTick?: TransitionCallback; onExit?: () => void; listeners?: ListenerParams[]; } interface IStateDefiner { name: string; initial: () => this; onEnter: (cb: State["onEnter"]) => this; onTick: (cb: State["onTick"]) => this; onExit: (cb: State["onExit"]) => this; onEvent: (event: string, nextState: StateId, args?: Omit) => this; wait: (timeout: number, nextState: StateId) => this; onTrigger: (trigger: TriggerHandle, nextState: StateId) => this; listen: (target: EidGetter, name: string, listener: EventListener$1) => this; } type StateId = string | { name: string; }; export interface StateGroup { substates?: StateId[]; triggers: Record; onEnter?: TransitionCallback; onTick?: TransitionCallback; onExit?: () => void; listeners?: ListenerParams[]; } interface IStateGroupDefiner { onEnter: (cb: StateGroup["onEnter"]) => this; onTick: (cb: StateGroup["onTick"]) => this; onExit: (cb: StateGroup["onExit"]) => this; onEvent: (event: string, nextState: StateId, args?: Omit) => this; wait: (timeout: number, nextState: StateId) => this; onTrigger: (trigger: TriggerHandle, nextState: StateId) => this; listen: (target: EidGetter, name: string, listener: EventListener$1) => this; } export type MachineId = number; export interface StateMachineDefinition { initialState: string; states: Record>; groups?: StateGroup[]; prepareCallback?: CallbackArgument extends void ? never : () => CallbackArgument; } export interface BaseMachineDefProps { world: World; eid: Eid; entity: Entity; } export type StateMachineDefiner = (props: BaseMachineDefProps) => void; type ComponentCallbackArgs = { schema: WriteData; data: WriteData; }; interface ComponentStateMachineDefProps extends BaseMachineDefProps { schemaAttribute: WorldAttribute; dataAttribute?: WorldAttribute; defineState: (name: string) => IStateDefiner>; defineStateGroup: (substates?: Array>) => IStateGroupDefiner>; } type ComponentStateMachineDefiner = (props: ComponentStateMachineDefProps) => void; type ComponentStateMachineDefinition = Omit>, "prepareCallback">; type EventTrigger = { type: "event"; event: string; target?: Eid; where?: (event: QueuedEvent) => boolean; /** @deprecated */ beforeTransition?: (event: QueuedEvent) => boolean; }; type TimeoutTrigger = { type: "timeout"; timeout: number; }; type Callback$1 = () => void; type TriggerHandle = { trigger: () => void; listen: (cb: Callback$1) => void; unlisten: (cb: Callback$1) => void; }; type CustomTrigger = { type: "custom"; handle: TriggerHandle; }; type Trigger = EventTrigger | TimeoutTrigger | CustomTrigger; type EidGetter = Eid | (() => Eid); type ListenerParams = { target: EidGetter; name: string; listener: EventListener$1; }; type ExtendedSchemaValue = T | [ T ] | [ T, TypeToValue[T] ]; type ExtendedSchema = { [key in keyof S]: ExtendedSchemaValue; }; type BaseSchema> = { [K in keyof S]: S[K] extends ExtendedSchemaValue ? T : never; }; type WorldBehavior = (w: World) => void; declare const behaviors: WorldBehavior[]; export declare const registerBehavior: (callback: WorldBehavior) => void; export declare const unregisterBehavior: (callback: WorldBehavior) => void; export declare const getBehaviors: () => DeepReadonly; type ComponentCursor = { eid: Eid; schema: WriteData; data: WriteData; schemaAttribute: WorldAttribute; dataAttribute: WorldAttribute; }; type ComponentRegistration, ED extends ExtendedSchema> = { name: string; /** * Add data that can be configured on the component. */ schema?: ES; /** * Add defaults for the schema fields. */ schemaDefaults?: Partial>>; /** * Add data that cannot be configured outside of the component. */ data?: ED; /** * Runs when the component is added to an entity. */ add?: (w: World, cursor: ComponentCursor, BaseSchema>) => void; /** * Runs every frame for each entity. */ tick?: (w: World, cursor: ComponentCursor, BaseSchema>) => void; /** * Runs when the component is removed from an entity. */ remove?: (w: World, cursor: ComponentCursor, BaseSchema>) => void; /** * Define stateful behaviors such as event handling and transitions. */ stateMachine?: ComponentStateMachineDefinition, BaseSchema> | ComponentStateMachineDefiner, BaseSchema>; }; export declare const registerComponent: , ED extends ExtendedSchema>({ name, schema, schemaDefaults, stateMachine: machineDef, data, tick, add, remove, }: ComponentRegistration) => RootAttribute>; export declare const getAttribute: (name: string) => RootAttribute<{}>; export declare const listAttributes: () => string[]; declare const Audio$1: RootAttribute<{ url: "string"; volume: "f32"; loop: "boolean"; paused: "boolean"; pitch: "f32"; positional: "boolean"; refDistance: "f32"; rolloffFactor: "f32"; distanceModel: "string"; maxDistance: "f32"; }>; declare const Camera$2: RootAttribute<{ type: "string"; fov: "f32"; zoom: "f32"; left: "i32"; right: "i32"; top: "i32"; bottom: "i32"; xrCameraType: "string"; phone: "string"; desktop: "string"; headset: "string"; nearClip: "f32"; farClip: "f32"; leftHandedAxes: "boolean"; uvType: "string"; direction: "string"; disableWorldTracking: "boolean"; enableLighting: "boolean"; enableWorldPoints: "boolean"; scale: "string"; enableVps: "boolean"; mirroredDisplay: "boolean"; meshGeometryFace: "boolean"; meshGeometryEyes: "boolean"; meshGeometryIris: "boolean"; meshGeometryMouth: "boolean"; enableEars: "boolean"; maxDetections: "i32"; }>; declare const Face$1: RootAttribute<{ id: "i32"; addAttachmentState: "boolean"; }>; declare const ImageTarget$1: RootAttribute<{ name: "string"; }>; declare const SphereGeometry$1: RootAttribute<{ radius: "f32"; }>; declare const BoxGeometry$1: RootAttribute<{ width: "f32"; height: "f32"; depth: "f32"; }>; declare const PlaneGeometry$1: RootAttribute<{ width: "f32"; height: "f32"; }>; declare const CapsuleGeometry$1: RootAttribute<{ radius: "f32"; height: "f32"; }>; declare const ConeGeometry$1: RootAttribute<{ radius: "f32"; height: "f32"; }>; declare const CylinderGeometry$1: RootAttribute<{ radius: "f32"; height: "f32"; }>; declare const TetrahedronGeometry$1: RootAttribute<{ radius: "f32"; }>; declare const PolyhedronGeometry$1: RootAttribute<{ faces: "ui8"; radius: "f32"; }>; declare const CircleGeometry$1: RootAttribute<{ radius: "f32"; }>; declare const RingGeometry$1: RootAttribute<{ innerRadius: "f32"; outerRadius: "f32"; }>; declare const TorusGeometry$1: RootAttribute<{ radius: "f32"; tubeRadius: "f32"; }>; declare const FaceGeometry$1: RootAttribute<{}>; declare const GltfModel$1: RootAttribute<{ url: "string"; animationClip: "string"; loop: "boolean"; paused: "boolean"; time: "f32"; timeScale: "f32"; collider: "boolean"; reverse: "boolean"; repetitions: "ui32"; crossFadeDuration: "f32"; }>; export declare const Hidden: RootAttribute; declare const Light$1: RootAttribute<{ type: "string"; r: "ui8"; g: "ui8"; b: "ui8"; intensity: "f32"; castShadow: "boolean"; targetX: "f32"; targetY: "f32"; targetZ: "f32"; shadowNormalBias: "f32"; shadowBias: "f32"; shadowAutoUpdate: "boolean"; shadowBlurSamples: "ui32"; shadowRadius: "f32"; shadowMapSizeHeight: "i32"; shadowMapSizeWidth: "i32"; shadowCameraNear: "f32"; shadowCameraFar: "f32"; shadowCameraLeft: "f32"; shadowCameraRight: "f32"; shadowCameraTop: "f32"; shadowCameraBottom: "f32"; distance: "f32"; decay: "f32"; followCamera: "boolean"; angle: "f32"; penumbra: "f32"; colorMap: "string"; width: "f32"; height: "f32"; }>; declare const Map$1: RootAttribute<{ latitude: "f64"; longitude: "f64"; targetEntity: "eid"; radius: "f32"; spawnLocations: "boolean"; useGps: "boolean"; }>; declare const MapTheme$1: RootAttribute<{ landColor: "string"; buildingColor: "string"; parkColor: "string"; parkingColor: "string"; roadColor: "string"; sandColor: "string"; transitColor: "string"; waterColor: "string"; landOpacity: "f32"; buildingOpacity: "f32"; parkOpacity: "f32"; parkingOpacity: "f32"; roadOpacity: "f32"; sandOpacity: "f32"; transitOpacity: "f32"; waterOpacity: "f32"; lod: "f32"; buildingBase: "f32"; parkBase: "f32"; parkingBase: "f32"; roadBase: "f32"; sandBase: "f32"; transitBase: "f32"; waterBase: "f32"; buildingMinMeters: "f32"; buildingMaxMeters: "f32"; roadLMeters: "f32"; roadMMeters: "f32"; roadSMeters: "f32"; roadXLMeters: "f32"; transitMeters: "f32"; waterMeters: "f32"; roadLMin: "f32"; roadMMin: "f32"; roadSMin: "f32"; roadXLMin: "f32"; transitMin: "f32"; waterMin: "f32"; landVisibility: "boolean"; buildingVisibility: "boolean"; parkVisibility: "boolean"; parkingVisibility: "boolean"; roadVisibility: "boolean"; sandVisibility: "boolean"; transitVisibility: "boolean"; waterVisibility: "boolean"; }>; declare const MapPoint$1: RootAttribute<{ latitude: "f32"; longitude: "f32"; targetEntity: "eid"; meters: "f32"; minScale: "f32"; }>; declare const Material$2: RootAttribute<{ r: "ui8"; g: "ui8"; b: "ui8"; textureSrc: "string"; roughness: "f32"; metalness: "f32"; opacity: "f32"; roughnessMap: "string"; metalnessMap: "string"; side: "string"; normalScale: "f32"; emissiveIntensity: "f32"; emissiveR: "ui8"; emissiveG: "ui8"; emissiveB: "ui8"; opacityMap: "string"; normalMap: "string"; emissiveMap: "string"; blending: "string"; repeatX: "f32"; repeatY: "f32"; offsetX: "f32"; offsetY: "f32"; wrap: "string"; depthTest: "boolean"; depthWrite: "boolean"; wireframe: "boolean"; forceTransparent: "boolean"; textureFiltering: "string"; mipmaps: "boolean"; }>; declare const UnlitMaterial$1: RootAttribute<{ r: "ui8"; g: "ui8"; b: "ui8"; textureSrc: "string"; opacity: "f32"; side: "string"; opacityMap: "string"; blending: "string"; repeatX: "f32"; repeatY: "f32"; offsetX: "f32"; offsetY: "f32"; wrap: "string"; depthTest: "boolean"; depthWrite: "boolean"; wireframe: "boolean"; forceTransparent: "boolean"; textureFiltering: "string"; mipmaps: "boolean"; }>; declare const ShadowMaterial$1: RootAttribute<{ r: "ui8"; g: "ui8"; b: "ui8"; opacity: "f32"; side: "string"; depthTest: "boolean"; depthWrite: "boolean"; }>; declare const HiderMaterial$1: RootAttribute<{}>; declare const VideoMaterial$1: RootAttribute<{ r: "ui8"; g: "ui8"; b: "ui8"; textureSrc: "string"; opacity: "f32"; }>; export declare const Persistent: RootAttribute; declare const Shadow$1: RootAttribute<{ castShadow: "boolean"; receiveShadow: "boolean"; }>; declare const Splat$1: RootAttribute<{ url: "string"; skybox: "boolean"; }>; export declare const Position: RootAttribute<{ readonly x: "f32"; readonly y: "f32"; readonly z: "f32"; }>; export declare const Scale: RootAttribute<{ readonly x: "f32"; readonly y: "f32"; readonly z: "f32"; }>; declare const Quaternion$1: RootAttribute<{ readonly x: "f32"; readonly y: "f32"; readonly z: "f32"; readonly w: "f32"; }>; export declare const ThreeObject: RootAttribute<{ order: "f32"; }>; export declare const Ui: RootAttribute<{ type: "string"; font: "string"; fontSize: "f32"; position: "string"; opacity: "f32"; backgroundOpacity: "f32"; backgroundSize: "string"; nineSliceBorderTop: "string"; nineSliceBorderBottom: "string"; nineSliceBorderLeft: "string"; nineSliceBorderRight: "string"; nineSliceScaleFactor: "f32"; background: "string"; color: "string"; text: "string"; image: "string"; fixedSize: "boolean"; width: "string"; height: "string"; top: "string"; left: "string"; bottom: "string"; right: "string"; borderColor: "string"; borderRadius: "f32"; borderRadiusTopLeft: "string"; borderRadiusTopRight: "string"; borderRadiusBottomLeft: "string"; borderRadiusBottomRight: "string"; ignoreRaycast: "boolean"; alignContent: "string"; alignItems: "string"; alignSelf: "string"; borderWidth: "f32"; columnGap: "string"; direction: "string"; display: "string"; flex: "f32"; flexBasis: "string"; flexDirection: "string"; flexGrow: "f32"; flexShrink: "f32"; flexWrap: "string"; gap: "string"; justifyContent: "string"; margin: "string"; marginBottom: "string"; marginLeft: "string"; marginRight: "string"; marginTop: "string"; maxHeight: "string"; maxWidth: "string"; minHeight: "string"; minWidth: "string"; overflow: "string"; padding: "string"; paddingBottom: "string"; paddingLeft: "string"; paddingRight: "string"; paddingTop: "string"; rowGap: "string"; textAlign: "string"; verticalTextAlign: "string"; stackingOrder: "f32"; }>; export declare const VideoControls: RootAttribute<{ loop: "boolean"; paused: "boolean"; volume: "f32"; positional: "boolean"; speed: "f32"; refDistance: "f32"; rolloffFactor: "f32"; distanceModel: "string"; maxDistance: "f32"; }>; /** * Function to define a new state * @param name the name of the state * @returns a new state */ export declare const defineState: (name: string) => IStateDefiner; /** * Function to define a new group * @param substates the substates of the group (leaving blank will capture all states) * @returns a new group */ export declare const defineStateGroup: (substates?: Array>) => IStateGroupDefiner; /** * define a custom trigger that can be called to cause a transition * @returns a new custom trigger definition */ export declare const defineTrigger: () => TriggerHandle; /** * Create a state machine * @param world the world to create the state machine in * @param eid the entity that owns the state machine * @param definition the state machine definition. This can be either an object or a function that * generate the definition object * @returns the id of the created state machine */ export declare const createStateMachine: (world: World, eid: Eid, definition: StateMachineDefinition | StateMachineDefiner) => MachineId; export declare const deleteStateMachine: (world: World, machineId: MachineId) => void; export declare const tickStateMachine: (world: World, machineId: MachineId) => void; export interface GamepadConnectedEvent { gamepad: Gamepad; } export interface GamepadDisconnectedEvent { gamepad: Gamepad; } type ScreenPosition = { x: number; y: number; }; type PointerId = PointerEvent["pointerId"]; export interface ScreenTouchStartEvent { pointerId: PointerId; position: ScreenPosition; target: Eid | undefined; worldPosition: Vec3 | undefined; } export interface ScreenTouchMoveEvent { pointerId: PointerId; position: ScreenPosition; start: ScreenPosition; change: ScreenPosition; target: Eid | undefined; } export interface ScreenTouchEndEvent { pointerId: PointerId; position: ScreenPosition; start: ScreenPosition; target: Eid | undefined; endTarget: Eid | undefined; worldPosition: Vec3 | undefined; } export interface GestureStartEvent { startPosition: ScreenPosition; position: ScreenPosition; startSpread: number; spread: number; touchCount: number; } export interface GestureMoveEvent { startPosition: ScreenPosition; position: ScreenPosition; positionChange: ScreenPosition; startSpread: number; spread: number; touchCount: number; spreadChange: number; } export interface GestureEndEvent { startPosition: ScreenPosition; position: ScreenPosition; startSpread: number; spread: number; touchCount: number; target: Eid | undefined; nextTouchCount: number | undefined; } export type UiClickEvent = { x: number; y: number; }; export type UiHoverEvent = { x: number; y: number; targets: Eid[]; }; export declare const input: { SCREEN_TOUCH_START: string; SCREEN_TOUCH_MOVE: string; SCREEN_TOUCH_END: string; GESTURE_START: string; GESTURE_MOVE: string; GESTURE_END: string; GAMEPAD_CONNECTED: string; GAMEPAD_DISCONNECTED: string; UI_CLICK: string; UI_PRESSED: string; UI_RELEASED: string; UI_HOVER_START: string; UI_HOVER_END: string; }; export declare const eid = "eid"; export declare const f32 = "f32"; export declare const f64 = "f64"; export declare const i32 = "i32"; export declare const ui8 = "ui8"; export declare const ui32 = "ui32"; export declare const string = "string"; export declare const boolean = "boolean"; type Attributes = RootAttribute<{}>[]; type TableMatch = { eids: Generator; ptrs: { [K in keyof T]: number; }; count: number; }; type SystemQuery = (world: World) => Generator>; type WriteDataForTerms = { [K in keyof T]: WriteData>; }; type SystemCallback = ((world: World, eid: Eid, cursors: WriteDataForTerms) => void); export declare const defineSystemQuery: (terms: T) => SystemQuery; export declare const defineSystem: (terms: T, callback: SystemCallback) => (world: World) => void; type Query = (world: World) => Eid[]; type LifecycleQueries = { init: (world: World) => void; enter: Query; changed: Query; exit: Query; }; interface RootQuery extends Query { terms: RootAttribute[]; } export declare const defineQuery: (terms: RootAttribute[]) => RootQuery; export declare const enterQuery: (t: RootQuery) => Query; export declare const exitQuery: (t: RootQuery) => Query; export declare const changedQuery: (t: RootQuery) => Query; export declare const lifecycleQueries: (t: RootQuery) => LifecycleQueries; declare const colliderSchema: { readonly width: "f32"; readonly height: "f32"; readonly depth: "f32"; readonly radius: "f32"; readonly mass: "f32"; readonly linearDamping: "f32"; readonly angularDamping: "f32"; readonly friction: "f32"; readonly rollingFriction: "f32"; readonly spinningFriction: "f32"; readonly restitution: "f32"; readonly gravityFactor: "f32"; readonly offsetX: "f32"; readonly offsetY: "f32"; readonly offsetZ: "f32"; readonly type: "ui8"; readonly shape: "ui8"; readonly eventOnly: "boolean"; readonly lockXPosition: "boolean"; readonly lockYPosition: "boolean"; readonly lockZPosition: "boolean"; readonly lockXAxis: "boolean"; readonly lockYAxis: "boolean"; readonly lockZAxis: "boolean"; readonly highPrecision: "boolean"; }; export declare const ColliderShape: { readonly Box: 0; readonly Sphere: 1; readonly Plane: 2; readonly Capsule: 3; readonly Cone: 4; readonly Cylinder: 5; readonly Circle: 6; }; type ColliderSchema = typeof colliderSchema; declare const Collider$1: RootAttribute; export declare const physics: { enable: (world: World) => void; disable: (world: World) => void; setWorldGravity: (world: World, gravity: number) => void; getWorldGravity: (world: World) => number; applyForce: (world: World, eid: Eid, forceX: number, forceY: number, forceZ: number) => void; applyImpulse: (world: World, eid: Eid, impulseX: number, impulseY: number, impulseZ: number) => void; applyTorque: (world: World, eid: Eid, torqueX: number, torqueY: number, torqueZ: number) => void; setLinearVelocity: (world: World, eid: Eid, velocityX: number, velocityY: number, velocityZ: number) => void; getLinearVelocity: (world: World, eid: Eid) => { x: number; y: number; z: number; }; setAngularVelocity: (world: World, eid: Eid, velocityX: number, velocityY: number, velocityZ: number) => void; getAngularVelocity: (world: World, eid: Eid) => { x: number; y: number; z: number; }; registerConvexShape: (world: World, vertices: Float32Array) => number; unregisterConvexShape: (world: World, id: number) => void; COLLISION_START_EVENT: string; COLLISION_END_EVENT: string; ColliderShape: { readonly Box: 0; readonly Sphere: 1; readonly Plane: 2; readonly Capsule: 3; readonly Cone: 4; readonly Cylinder: 5; readonly Circle: 6; }; }; type AssetManifestMappings = { [filePath: string]: string; } & { assets?: never; }; type StoredAssetManifest = { assets: AssetManifestMappings; }; type AssetManifest = StoredAssetManifest | AssetManifestMappings; type Asset$1 = { data: Blob; remoteUrl?: string; localUrl: string; }; type AssetManager = { load: (request: AssetRequest) => Promise; clear: (request: AssetRequest) => void; loadSync: (request: AssetRequest) => Asset$1; setAssetManifest: (newManifest: AssetManifest) => void; resolveAsset: (assetPath: string) => string | null; getStatistics: () => AssetStatistics; }; type AssetStatistics = { pending: number; complete: number; total: number; }; type AssetRequest = { id?: Eid; url: string; }; export declare const assets: AssetManager; export declare const audio: { getCurrentTime: (world: World, eid: Eid) => number; setCurrentTime: (world: World, eid: Eid, time: number) => void; }; export declare const PositionAnimation: RootAttribute>; export declare const ScaleAnimation: RootAttribute>; export declare const RotateAnimation: RootAttribute>; export declare const CustomVec3Animation: RootAttribute>; export declare const CustomPropertyAnimation: RootAttribute>; export declare const FollowAnimation: RootAttribute>; export declare const LookAtAnimation: RootAttribute>; export interface ParticlesSchema { stopped: boolean; emitterLife: number; particlesPerShot: number; emitDelay: number; minimumLifespan: number; maximumLifespan: number; mass: number; gravity: number; scale: number; forceX: number; forceY: number; forceZ: number; spread: number; radialVelocity: number; spawnAreaType: string; spawnAreaWidth: number; spawnAreaHeight: number; spawnAreaDepth: number; spawnAreaRadius: number; boundingZoneType: string; boundingZoneWidth: number; boundingZoneHeight: number; boundingZoneDepth: number; boundingZoneRadius: number; resourceType: string; resourceUrl: string; blendingMode: string; animateColor: boolean; colorStart: string; colorEnd: string; randomDrift: boolean; randomDriftRange: number; collisions: boolean; } export declare const ParticleEmitter: RootAttribute>; export declare const XR_FACE_FOUND: "facecontroller.facefound"; export declare const XR_FACE_UPDATED: "facecontroller.faceupdated"; export declare const XR_FACE_LOST: "facecontroller.facelost"; export declare const CameraEvents: { ACTIVE_CAMERA_CHANGE: string; ACTIVE_CAMERA_EID_CHANGE: string; XR_CAMERA_EDIT: string; XR_CAMERA_STOP: string; CAMERA_TRANSFORM_UPDATE: string; }; export declare const OrbitControls: RootAttribute>; export declare const FlyController: RootAttribute>; export declare const GpsPointer: RootAttribute>; export declare const ready: () => Promise; export declare const isReady: () => boolean; export declare const FaceAnchor: RootAttribute>>; export declare const FaceMeshAnchor: RootAttribute>>; export declare const FaceAttachment: RootAttribute>; export declare const LocationAnchor: RootAttribute>>; export declare const Disabled: RootAttribute<{}>; export declare const events: { readonly ACTIVE_SPACE_CHANGE: "active-space-change"; readonly AUDIO_CAN_PLAY_THROUGH: "audio-can-play-through"; readonly AUDIO_END: "audio-end"; readonly VIDEO_CAN_PLAY_THROUGH: "video-can-play-through"; readonly VIDEO_END: "video-end"; readonly GLTF_MODEL_LOADED: "gltf-model-loaded"; readonly GLTF_ANIMATION_FINISHED: "gltf-animation-finished"; readonly GLTF_ANIMATION_LOOP: "gltf-animation-loop"; readonly SPLAT_MODEL_LOADED: "splat-model-loaded"; readonly LOCATION_SPAWNED: "locationSpawned"; readonly RECORDER_VIDEO_STARTED: "recorder-video-started"; readonly RECORDER_VIDEO_STOPPED: "recorder-video-stopped"; readonly RECORDER_VIDEO_ERROR: "recorder-video-error"; readonly RECORDER_VIDEO_READY: "recorder-video-ready"; readonly RECORDER_FINALIZE_PROGRESS: "recorder-finalize-progress"; readonly RECORDER_PREVIEW_READY: "recorder-preview-ready"; readonly RECORDER_PROCESS_FRAME: "recorder-process-frame"; readonly RECORDER_SCREENSHOT_READY: "recorder-screenshot-ready"; readonly REALITY_CAMERA_CONFIGURED: "reality.cameraconfigured"; readonly REALITY_TRACKING_STATUS: "reality.trackingstatus"; readonly REALITY_LOCATION_SCANNING: "reality.locationscanning"; readonly REALITY_LOCATION_FOUND: "reality.locationfound"; readonly REALITY_LOCATION_UPDATED: "reality.locationupdated"; readonly REALITY_LOCATION_LOST: "reality.locationlost"; readonly REALITY_MESH_FOUND: "reality.meshfound"; readonly REALITY_MESH_LOST: "reality.meshlost"; readonly REALITY_IMAGE_LOADING: "reality.imageloading"; readonly REALITY_IMAGE_SCANNING: "reality.imagescanning"; readonly REALITY_IMAGE_FOUND: "reality.imagefound"; readonly REALITY_IMAGE_UPDATED: "reality.imageupdated"; readonly REALITY_IMAGE_LOST: "reality.imagelost"; readonly REALITY_READY: "realityready"; readonly FACE_CAMERA_CONFIGURED: "facecontroller.cameraconfigured"; readonly FACE_LOADING: "facecontroller.faceloading"; readonly FACE_SCANNING: "facecontroller.facescanning"; readonly FACE_FOUND: "facecontroller.facefound"; readonly FACE_UPDATED: "facecontroller.faceupdated"; readonly FACE_LOST: "facecontroller.facelost"; readonly FACE_MOUTH_OPENED: "facecontroller.mouthopened"; readonly FACE_MOUTH_CLOSED: "facecontroller.mouthclosed"; readonly FACE_LEFT_EYE_OPENED: "facecontroller.lefteyeopened"; readonly FACE_LEFT_EYE_CLOSED: "facecontroller.lefteyeclosed"; readonly FACE_RIGHT_EYE_OPENED: "facecontroller.righteyeopened"; readonly FACE_RIGHT_EYE_CLOSED: "facecontroller.righteyeclosed"; readonly FACE_LEFT_EYEBROW_RAISED: "facecontroller.lefteyebrowraised"; readonly FACE_LEFT_EYEBROW_LOWERED: "facecontroller.lefteyebrowlowered"; readonly FACE_RIGHT_EYEBROW_RAISED: "facecontroller.righteyebrowraised"; readonly FACE_RIGHT_EYEBROW_LOWERED: "facecontroller.righteyebrowlowered"; readonly FACE_RIGHT_EYE_WINKED: "facecontroller.righteyewinked"; readonly FACE_LEFT_EYE_WINKED: "facecontroller.lefteyewinked"; readonly FACE_BLINKED: "facecontroller.blinked"; readonly FACE_INTERPUPILLARY_DISTANCE: "facecontroller.interpupillarydistance"; readonly FACE_EAR_POINT_FOUND: "facecontroller.earpointfound"; readonly FACE_EAR_POINT_LOST: "facecontroller.earpointlost"; readonly HAND_CAMERA_CONFIGURED: "handcontroller.cameraconfigured"; readonly LAYERS_CAMERA_CONFIGURED: "layerscontroller.cameraconfigured"; }; type EcsTextureKey = "textureSrc" | "roughnessMap" | "metalnessMap" | "normalMap" | "opacityMap" | "emissiveMap"; type VideoQuery = { src?: string; textureKey?: EcsTextureKey; }; type VideoTimeResult = { src: string; textureKey: EcsTextureKey; time: number; }; export declare const video: { getCurrentTime: (world: World, eid: Eid, query?: VideoQuery) => number; setCurrentTime: (world: World, eid: Eid, time: number, query?: VideoQuery) => void; getCurrentTimes: (world: World, eid: Eid, filter?: VideoQuery) => VideoTimeResult[]; setCurrentTimes: (world: World, eid: Eid, time: number, filter?: VideoQuery) => void; }; export type Ecs = typeof api; declare namespace math { export { Mat4, Mat4Factory, Quat, QuatFactory, QuatSource, Vec2, Vec2Factory, Vec2Source, Vec3, Vec3Factory, Vec3Source, mat4, quat, vec2, vec3 }; } export { Audio$1 as Audio, BoxGeometry$1 as BoxGeometry, Camera$2 as Camera, CapsuleGeometry$1 as CapsuleGeometry, CircleGeometry$1 as CircleGeometry, Collider$1 as Collider, ConeGeometry$1 as ConeGeometry, CylinderGeometry$1 as CylinderGeometry, Face$1 as Face, FaceGeometry$1 as FaceGeometry, GltfModel$1 as GltfModel, HiderMaterial$1 as HiderMaterial, ImageTarget$1 as ImageTarget, Light$1 as Light, Map$1 as Map, MapPoint$1 as MapPoint, MapTheme$1 as MapTheme, Material$2 as Material, PlaneGeometry$1 as PlaneGeometry, PolyhedronGeometry$1 as PolyhedronGeometry, Quaternion$1 as Quaternion, RingGeometry$1 as RingGeometry, Shadow$1 as Shadow, ShadowMaterial$1 as ShadowMaterial, SphereGeometry$1 as SphereGeometry, Splat$1 as Splat, TetrahedronGeometry$1 as TetrahedronGeometry, TorusGeometry$1 as TorusGeometry, UnlitMaterial$1 as UnlitMaterial, VideoMaterial$1 as VideoMaterial, math, }; export {};