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118
node_modules/three/examples/jsm/animation/MMDPhysics.d.ts
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node_modules/three/examples/jsm/animation/MMDPhysics.d.ts
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import {
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Bone,
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Euler,
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Matrix4,
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Object3D,
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Quaternion,
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SkinnedMesh,
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Vector3
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} from '../../../src/Three';
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export interface MMDPhysicsParameter {
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unitStep?: number;
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maxStepNum?: number;
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gravity?: Vector3;
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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( mesh: SkinnedMesh, world: object, bodyA: RigidBody, bodyB: RigidBody, params: object, manager: ResourceManager );
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}
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export class MMDPhysicsHelper extends Object3D {
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constructor();
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}
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