import { Matrix4, Vector2, Vector3 } from 'three'; /** * 设置矩阵的某列的向量 * @param {Matrix4} mat 矩阵 * @param {number} col 列索引,0x 1y 2z 3org * @param {Vector3} v 向量或点 */ export declare function matrixSetVector(mat: Matrix4, col: number, v: Vector3): void; /** * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系, * 并将坐标系与X轴坐标系, * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis * @returns {Matrix4} 返回新的矩阵 */ export declare function matrixAlignCoordSys(matrixFrom: Matrix4, matrixTo: Matrix4): Matrix4; /** * 判断2个矩形共面 * @param {Matrix4} matrixFrom * @param {Matrix4} matrixTo * @returns {boolean} 2个矩阵共面 */ export declare function matrixIsCoplane(matrixFrom: Matrix4, matrixTo: Matrix4, fuzz?: number): boolean; export declare function matrixScale(scale: number, center?: Vector3): Matrix4; /** * 设置旋转矩阵,不改变矩阵的基点 */ export declare function setRotationOnAxis(mtx: Matrix4, axis: Vector3, ro: number): Matrix4; /** * 修正镜像后矩阵 */ export declare function reviseMirrorMatrix(mtx: Matrix4): Matrix4; export declare function Vector2ApplyMatrix4(mtx: Matrix4, vec: Vector2): void; export declare function GetMirrorMat(v: Vector3): Matrix4; export declare function ApplyMatrix4IgnorePosition(vec: { x: number; y: number; z: number; }, m: Matrix4): { x: number; y: number; z: number; }; /** * 把变换矩阵展平成2d矩阵,避免出现三维坐标. */ export declare function MatrixPlanarizere(mtx: Matrix4, z0?: boolean): Matrix4; export declare const tempMatrix1: Matrix4; export declare const ZMirrorMatrix: Matrix4; //# sourceMappingURL=Matrix4Utils.d.ts.map