import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three'; export declare const IdentityMtx4: Matrix4; export declare const ZeroVec: Vector3; export declare const XAxis: Vector3; export declare const XAxisN: Vector3; export declare const YAxis: Vector3; export declare const YAxisN: Vector3; export declare const ZAxis: Vector3; export declare function AsVector2(p: { x: number; y: number; }): Vector2; export declare function AsVector3(p: { x: number; y: number; z?: number; }): Vector3; /** * 判断一维线段a和b是否存在交集 */ export declare function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps?: number): boolean; export declare function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps?: number): boolean; /** * 旋转一个点,旋转中心在原点 * @param {Vector3} p 点 * @param {number} a 角度. * @returns {Vector3} 返回pt不拷贝. */ export declare function rotatePoint(p: Vector3, a: number): Vector3; export declare function equaln(v1: number, v2: number, fuzz?: number): boolean; export declare function equalnn(dis?: number): (v1: number, v2: number) => boolean; interface P2 { x: number; y: number; } export declare function equalv3(v1: Vector3, v2: Vector3, fuzz?: number): boolean; export declare function equalv2(v1: P2, v2: P2, fuzz?: number): boolean; /** * 按照极坐标的方式移动一个点 * * @export * @template * @param {T} v 向量(2d,3d) * @param {number} an 角度 * @param {number} dis 距离 * @returns {T} */ export declare function polar(v: T, an: number, dis: number): T; export declare function angle(v: Vector3 | Vector2): number; /** * 求两个向量的夹角,顺时针为负,逆时针为正 * * @param {Vector3} v1 * @param {Vector3} v2 * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1 * @returns */ export declare function angleTo(v1: Vector3, v2: Vector3, ref?: Vector3): number; export declare function getLoocAtUpVec(dir: Vector3): Vector3; export declare function createLookAtMat4(dir: Vector3): Matrix4; /** * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度 */ export declare function isParallelTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean; /** * 垂直向量 */ export declare function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean; export declare function ptToString(v: Vector3, fractionDigits?: number): string; export declare function midPoint(v1: Vector3, v2: Vector3): Vector3; export declare function midPoint2(v1: Vector2, v2: Vector2): Vector2; /** * 获得Three对象的包围盒. * @param obj * @param [updateMatrix] 是否应该更新对象矩阵 * @returns box */ export declare function GetBox(obj: Object3D, updateMatrix?: boolean): Box3; export declare function GetBoxArr(arr: Array): Box3; export declare function MoveMatrix(v: Vector3): Matrix4; export declare function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3): { sp: Vector3; ep: Vector3; }; export declare function angleAndX(v: Vector3 | Vector2): number; /** * 将角度调整为0-2pi之间 */ export declare function clampRad(an: number): number; export declare function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry): void; export declare function UpdateBoundingSphere(obj: Object3D): void; export declare type compareVectorFn = (v1: Vector, v2: Vector3) => number; /** * 构建返回一个用来排序的函数.根据key创建排序规则. * * 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大 * key = "X" 时,点集按 x从大到小 * 以此类推. * * 例子: * let pts:Vector3[] =...; * pts.sort(comparePoint("x")); //x从小到大排序 * pts.sort(comparePoint("zX")); //z从小到大 x从大到小 * * @export * @param {string} sortKey * @returns {compareVectorFn} */ export declare function comparePoint(sortKey: string): compareVectorFn; /** *计算各轴旋转角度 */ export declare function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3): { roX: number; roY: number; roZ: number; }; /** * 方形框捕捉 * @param sqCenter 正方形点 * @param snapPt 被捕捉的点 * @param size 捕捉框大小 */ export declare function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean; export declare function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3; /**n是否在AB之间,fuzz 若为负的,允许相等 */ export declare function IsBetweenA2B(n: number, A: number, B: number, fuzz?: number): boolean; /** 矩阵是世界坐标系 */ export declare function MatrixIsIdentityCS(mtx: Matrix4): boolean; export {}; //# sourceMappingURL=GeUtils.d.ts.map