增加户型部分
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21
types/Common/Matrix4Utils.d.ts
vendored
21
types/Common/Matrix4Utils.d.ts
vendored
@@ -1,11 +1,11 @@
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import { Matrix4, Vector2, Vector3 } from 'three';
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/**
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* 设置矩阵的某列的向量
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* @param {Matrix4} mat 矩阵
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* @param {Matrix4} mtx 矩阵
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* @param {number} col 列索引,0x 1y 2z 3org
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* @param {Vector3} v 向量或点
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*/
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export declare function matrixSetVector(mat: Matrix4, col: number, v: Vector3): void;
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export declare function SetMtxVector(mtx: Matrix4, col: number, v: Vector3): void;
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/**
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* 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,
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* 并将坐标系与X轴坐标系,
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@@ -31,22 +31,25 @@ export declare function setRotationOnAxis(mtx: Matrix4, axis: Vector3, ro: numbe
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*/
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export declare function reviseMirrorMatrix(mtx: Matrix4, index?: number): Matrix4;
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export declare function Vector2ApplyMatrix4(mtx: Matrix4, vec: Vector2): void;
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export declare function GetMirrorMat(v: Vector3): Matrix4;
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export declare function ApplyMatrix4IgnorePosition(vec: {
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export declare function MakeMirrorMtx(planeNormal: Vector3, pos?: Vector3): Matrix4;
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/**
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* 对向量进行方向变换 (如果是pos 请使用pos.applyMatrix4)
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* @param vec 向量
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* @param m 矩阵
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* @returns vec
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*/
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export declare function TransformVector<T extends {
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x: number;
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y: number;
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z: number;
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}, m: Matrix4): {
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x: number;
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y: number;
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z: number;
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};
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}>(vec: T, m: Matrix4): T;
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export declare function MakeRotateMatrix4(cen: Vector3, axis: Vector3, angle: number, roMtx?: Matrix4): Matrix4;
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/**
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* 把变换矩阵展平成2d矩阵,避免出现三维坐标.
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*/
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export declare function MatrixPlanarizere(mtx: Matrix4, z0?: boolean): Matrix4;
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export declare function NormalMatrix(mtx: Matrix4): Matrix4;
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export declare function RoundMatrix(mtx: Matrix4, fuzz?: number): Matrix4;
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export declare const tempMatrix1: Matrix4;
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export declare const ZMirrorMatrix: Matrix4;
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//# sourceMappingURL=Matrix4Utils.d.ts.map
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