Initial project import
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119
node_modules/three-stdlib/animation/MMDPhysics.d.ts
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119
node_modules/three-stdlib/animation/MMDPhysics.d.ts
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import { Bone, Euler, Matrix4, MeshBasicMaterial, Object3D, Quaternion, SkinnedMesh, Vector3 } from 'three'
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export interface MMDPhysicsParameter {
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unitStep?: number | undefined
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maxStepNum?: number | undefined
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gravity?: Vector3 | undefined
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}
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export class MMDPhysics {
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constructor(mesh: SkinnedMesh, rigidBodyParams: object[], constraintParams?: object[], params?: MMDPhysicsParameter)
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manager: ResourceManager
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mesh: SkinnedMesh
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unitStep: number
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maxStepNum: number
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gravity: Vector3
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world: null
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bodies: RigidBody[]
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constraints: Constraint[]
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update(delta: number): this
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reset(): this
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warmup(cycles: number): this
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setGravity(gravity: Vector3): this
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createHelper(): MMDPhysicsHelper
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}
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export class ResourceManager {
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constructor()
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threeVector3s: Vector3[]
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threeMatrix4s: Matrix4[]
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threeQuaternions: Quaternion[]
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threeEulers: Euler[]
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transforms: object[]
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quaternions: object[]
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vector3s: object[]
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allocThreeVector3(): void
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freeThreeVector3(v: Vector3): void
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allocThreeMatrix4(): void
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freeThreeMatrix4(m: Matrix4): void
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allocThreeQuaternion(): void
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freeThreeQuaternion(q: Quaternion): void
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allocThreeEuler(): void
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freeThreeEuler(e: Euler): void
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allocTransform(): void
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freeTransform(t: object): void
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allocQuaternion(): void
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freeQuaternion(q: object): void
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allocVector3(): void
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freeVector3(v: object): void
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setIdentity(): void
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getBasis(t: object): object
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getBasisAsMatrix3(t: object): object
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getOrigin(t: object): object
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setOrigin(t: object, v: object): void
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copyOrigin(t1: object, t2: object): void
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setBasis(t: object, q: object): void
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setBasisFromMatrix3(t: object, m: object): void
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setOriginFromArray3(t: object, a: number[]): void
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setOriginFromThreeVector3(t: object, v: Vector3): void
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setBasisFromArray3(t: object, a: number[]): void
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setBasisFromThreeQuaternion(t: object, a: Quaternion): void
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multiplyTransforms(t1: object, t2: object): object
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inverseTransform(t: object): object
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multiplyMatrices3(m1: object, m2: object): object
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addVector3(v1: object, v2: object): object
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dotVectors3(v1: object, v2: object): number
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rowOfMatrix3(m: object, i: number): object
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columnOfMatrix3(m: object, i: number): object
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negativeVector3(v: object): object
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multiplyMatrix3ByVector3(m: object, v: object): object
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transposeMatrix3(m: object): object
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quaternionToMatrix3(q: object): object
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matrix3ToQuaternion(m: object): object
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}
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export class RigidBody {
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constructor(mesh: SkinnedMesh, world: object, params: object, manager: ResourceManager)
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mesh: SkinnedMesh
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world: object
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params: object
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manager: ResourceManager
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body: object
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bone: Bone
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boneOffsetForm: object
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boneOffsetFormInverse: object
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reset(): this
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updateFromBone(): this
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updateBone(): this
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}
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export class Constraint {
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constructor(
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mesh: SkinnedMesh,
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world: object,
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bodyA: RigidBody,
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bodyB: RigidBody,
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params: object,
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manager: ResourceManager,
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)
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mesh: SkinnedMesh
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world: object
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bodyA: RigidBody
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bodyB: RigidBody
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params: object
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manager: ResourceManager
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}
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export class MMDPhysicsHelper extends Object3D {
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mesh: SkinnedMesh
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physics: MMDPhysics
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materials: [MeshBasicMaterial, MeshBasicMaterial, MeshBasicMaterial]
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constructor(mesh: SkinnedMesh, physics: MMDPhysics)
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dispose(): void
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}
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