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https://github.com/zhigang1992/DefinitelyTyped.git
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Merge pull request #14979 from piranha771/master
three updated from r83 to r84
This commit is contained in:
95
three/index.d.ts
vendored
95
three/index.d.ts
vendored
@@ -1,6 +1,6 @@
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// Type definitions for three.js 0.83
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// Type definitions for three.js 0.84
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// Project: http://mrdoob.github.com/three.js/
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// Definitions by: Kon <http://phyzkit.net/>, Satoru Kimura <https://github.com/gyohk>, Florent Poujol <https://github.com/florentpoujol>, SereznoKot <https://github.com/SereznoKot>, HouChunlei <https://github.com/omni360>, Ivo <https://github.com/ivoisbelongtous>
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// Definitions by: Kon <http://phyzkit.net/>, Satoru Kimura <https://github.com/gyohk>, Florent Poujol <https://github.com/florentpoujol>, SereznoKot <https://github.com/SereznoKot>, HouChunlei <https://github.com/omni360>, Ivo <https://github.com/ivoisbelongtous>, David Asmuth <https://github.com/piranha771>
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// Definitions: https://github.com/borisyankov/DefinitelyTyped
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/// <reference path="detector.d.ts" />
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@@ -1027,9 +1027,6 @@ declare namespace THREE {
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* @param type The type of event that gets fired.
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*/
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dispatchEvent(event: { type: string; [attachment: string]: any; }): void;
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// deprecated
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apply(target: any): void;
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}
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export interface Event {
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@@ -2161,14 +2158,18 @@ declare namespace THREE {
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setPath(path: string): CubeTextureLoader;
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}
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export class BinaryTextureLoader {
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export class DataTextureLoader {
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constructor(manager?: LoadingManager);
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manager: LoadingManager;
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load(url: string, onLoad: (dataTexture: DataTexture) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void;
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}
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export class DataTextureLoader extends BinaryTextureLoader {}
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/**
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* @deprecated since 0.84.0. Use DataTextureLoader (renamed)
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*/
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export class BinaryTextureLoader extends DataTextureLoader {}
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export class CompressedTextureLoader {
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constructor(manager?: LoadingManager);
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@@ -2847,6 +2848,7 @@ declare namespace THREE {
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expandByPoint(point: Vector3): Box3;
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expandByVector(vector: Vector3): Box3;
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expandByScalar(scalar: number): Box3;
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expandByObject(object: Object3D): Box3;
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containsPoint(point: Vector3): boolean;
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containsBox(box: Box3): boolean;
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getParameter(point: Vector3): Vector3;
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@@ -3343,7 +3345,6 @@ declare namespace THREE {
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clone(): this;
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copy(m: this): this;
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setFromMatrix4(m: Matrix4): Matrix3;
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applyToVector3Array(array: ArrayLike<number>, offset?: number, length?: number): ArrayLike<number>;
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applyToBuffer(buffer: BufferAttribute, offset?: number, length?: number): BufferAttribute;
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multiplyScalar(s: number): Matrix3;
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determinant(): number;
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@@ -3443,7 +3444,6 @@ declare namespace THREE {
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* Multiplies this matrix by s.
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*/
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multiplyScalar(s: number): Matrix4;
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applyToVector3Array(array: ArrayLike<number>, offset?: number, length?: number): ArrayLike<number>;
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applyToBuffer( buffer: BufferAttribute, offset?: number, length?: number): BufferAttribute;
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/**
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* Computes determinant of this matrix.
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@@ -3530,7 +3530,7 @@ declare namespace THREE {
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/**
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* Creates a frustum matrix.
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*/
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makeFrustum(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4;
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makePerspective(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4;
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/**
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* Creates a perspective projection matrix.
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@@ -3771,53 +3771,6 @@ declare namespace THREE {
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z: number;
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}
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/**
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* Represents a spline.
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*
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* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/math/Spline.js">src/math/Spline.js</a>
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*/
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export class Spline {
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/**
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* Initialises the spline with points, which are the places through which the spline will go.
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*/
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constructor(points: SplineControlPoint[]);
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points: SplineControlPoint[];
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/**
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* Initialises using the data in the array as a series of points. Each value in a must be another array with three values, where a[n] is v, the value for the nth point, and v[0], v[1] and v[2] are the x, y and z coordinates of that point n, respectively.
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*
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* @param a array of triplets containing x, y, z coordinates
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*/
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initFromArray(a: number[][]): void;
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/**
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* Return the interpolated point at k.
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*
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* @param k point index
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*/
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getPoint(k: number): SplineControlPoint;
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/**
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* Returns an array with triplets of x, y, z coordinates that correspond to the current control points.
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*/
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getControlPointsArray(): number[][];
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/**
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* Returns the length of the spline when using nSubDivisions.
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* @param nSubDivisions number of subdivisions between control points. Default is 100.
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*/
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getLength(nSubDivisions?: number): { chunks: number[]; total: number; };
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/**
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* Modifies the spline so that it looks similar to the original but has its points distributed in such way that moving along the spline it's done at a more or less constant speed. The points should also appear more uniformly spread along the curve.
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* This is done by resampling the original spline, with the density of sampling controlled by samplingCoef. Here it's interesting to note that denser sampling is not necessarily better: if sampling is too high, you may get weird kinks in curvature.
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*
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* @param samplingCoef how many intermediate values to use between spline points
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*/
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reparametrizeByArcLength(samplingCoef: number): void;
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}
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class Triangle {
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constructor(a?: Vector3, b?: Vector3, c?: Vector3);
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@@ -4107,7 +4060,7 @@ declare namespace THREE {
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toArray(xy?: number[], offset?: number): number[];
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fromAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector2;
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fromBufferAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector2;
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rotateAround( center: Vector2, angle: number ): Vector2;
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}
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@@ -4202,7 +4155,6 @@ declare namespace THREE {
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applyAxisAngle(axis: Vector3, angle: number): Vector3;
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applyMatrix3(m: Matrix3): Vector3;
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applyMatrix4(m: Matrix4): Vector3;
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applyProjection(m: Matrix4): Vector3;
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applyQuaternion(q: Quaternion): Vector3;
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project(camrea: Camera): Vector3;
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unproject(camera: Camera): Vector3;
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@@ -4300,7 +4252,7 @@ declare namespace THREE {
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fromArray(xyz: number[], offset?: number): Vector3;
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toArray(xyz?: number[], offset?: number): number[];
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fromAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector3;
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fromBufferAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector3;
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// deprecated
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getPositionFromMatrix(m: Matrix4): Vector3;
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@@ -4466,7 +4418,7 @@ declare namespace THREE {
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toArray(xyzw?: number[], offset?: number): number[];
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fromAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector4;
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fromBufferAttribute( attribute: BufferAttribute, index: number, offset?: number): Vector4;
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}
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export abstract class Interpolant {
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@@ -5761,12 +5713,6 @@ declare namespace THREE {
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}
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// Extras /////////////////////////////////////////////////////////////////////
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export namespace CurveUtils {
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export function tangentQuadraticBezier(t: number, p0: number, p1: number, p2: number): number;
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export function tangentCubicBezier(t: number, p0: number, p1: number, p2: number, p3: number): number;
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export function tangentSpline(t: number, p0: number, p1: number, p2: number, p3: number): number;
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export function interpolate(p0: number, p1: number, p2: number, p3: number, t: number): number;
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}
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export namespace ImageUtils { // deprecated
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export let crossOrigin: string;
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@@ -5786,8 +5732,6 @@ declare namespace THREE {
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export function triangulate(contour: number[], indices: boolean): number[];
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export function triangulateShape(contour: number[], holes: any[]): number[];
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export function isClockWise(pts: number[]): boolean;
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export function b2(t: number, p0: number, p1: number, p2: number): number;
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export function b3(t: number, p0: number, p1: number, p2: number, p3: number): number;
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}
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// Extras / Audio /////////////////////////////////////////////////////////////////////
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@@ -5948,6 +5892,9 @@ declare namespace THREE {
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*/
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getTangentAt(u: number): T;
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/**
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* @deprecated since r84.
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*/
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static create(constructorFunc: Function, getPointFunc: Function): Function;
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}
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@@ -6039,6 +5986,13 @@ declare namespace THREE {
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}
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// Extras / Curves /////////////////////////////////////////////////////////////////////
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export namespace CurveUtils {
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export function tangentQuadraticBezier(t: number, p0: number, p1: number, p2: number): number;
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export function tangentCubicBezier(t: number, p0: number, p1: number, p2: number, p3: number): number;
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export function tangentSpline(t: number, p0: number, p1: number, p2: number, p3: number): number;
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export function interpolate(p0: number, p1: number, p2: number, p3: number, t: number): number;
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}
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export class CatmullRomCurve3 extends Curve<Vector3> {
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constructor(points?: Vector3[]);
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@@ -6047,9 +6001,6 @@ declare namespace THREE {
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getPoint(t: number): Vector3;
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}
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export class ClosedSplineCurve3 extends CatmullRomCurve3 {} // deprecated, use CatmullRomCurve3
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export class SplineCurve3 extends CatmullRomCurve3 {} // will be deprecated, use CatmullRomCurve3
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export class CubicBezierCurve extends Curve<Vector2> {
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constructor(v0: Vector2, v1: Vector2, v2: Vector2, v3: Vector2);
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@@ -981,7 +981,7 @@ declare function equal<T>(a: T, b: T, desc?: string): void;
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});
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test( "setFromMatrix/makeFrustum/containsPoint", function() {
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var m = new THREE.Matrix4().makeFrustum( -1, 1, -1, 1, 1, 100 )
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var m = new THREE.Matrix4().makePerspective( -1, 1, -1, 1, 1, 100 )
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var a = new THREE.Frustum().setFromMatrix( m );
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ok( ! a.containsPoint( new THREE.Vector3( 0, 0, 0 ) ), "Passed!" );
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@@ -1000,7 +1000,7 @@ declare function equal<T>(a: T, b: T, desc?: string): void;
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});
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test( "setFromMatrix/makeFrustum/intersectsSphere", function() {
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var m = new THREE.Matrix4().makeFrustum( -1, 1, -1, 1, 1, 100 )
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var m = new THREE.Matrix4().makePerspective( -1, 1, -1, 1, 1, 100 )
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var a = new THREE.Frustum().setFromMatrix( m );
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ok( ! a.intersectsSphere( new THREE.Sphere( new THREE.Vector3( 0, 0, 0 ), 0 ) ), "Passed!" );
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@@ -1500,8 +1500,8 @@ declare function equal<T>(a: T, b: T, desc?: string): void;
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new THREE.Matrix4().makeRotationZ( -0.3 ),
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new THREE.Matrix4().makeScale( 1, 2, 3 ),
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new THREE.Matrix4().makeScale( 1/8, 1/2, 1/3 ),
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new THREE.Matrix4().makeFrustum( -1, 1, -1, 1, 1, 1000 ),
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new THREE.Matrix4().makeFrustum( -16, 16, -9, 9, 0.1, 10000 ),
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new THREE.Matrix4().makePerspective( -1, 1, -1, 1, 1, 1000 ),
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new THREE.Matrix4().makePerspective( -16, 16, -9, 9, 0.1, 10000 ),
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new THREE.Matrix4().makeTranslation( 1, 2, 3 )
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];
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