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mat2stringmat2mat2mat3): mat3vec3vec3vec3stringnumbermat3): mat3mat3): booleanmat3mat3quat): mat3mat3): mat3number): mat3mat3): mat3stringmat3mat3mat4): mat4vec4vec4vec4vec4mat4, b: mat4): mat4vec3, rotation: quat, scale: vec3): mat4stringnumbermat4): mat4mat4): booleanvec3vec4, column1: vec4, column2: vec4, column3: vec4): mat4vec3): mat4number): mat4number): mat4number): mat4quat): mat4vec4, row1: vec4, row2: vec4, row3: vec4): mat4vec3): mat4vec3): mat4mat4mat4vec3, center: vec3, up: vec3): mat4vec3, y: vec3, z: vec3): mat4mat4): mat4vec3): vec3vec3): vec3number): mat4vec4): vec4number, right: number, bottom: number, top: number, near: number, far: number): mat4vec4, b: vec4): mat4number, aspect: number, near: number, far: number): mat4mat4): mat4stringmat4mat4number, axis: vec3): quatquat, b: quat): numberquat): numberquat): booleannumber, y: number, z: number): quatvec3): quatmat3): quatmat4): quatnumbervec3quatquat, b: quat, time: number): quatvec3, up: vec3): quatquat): quatvec3): vec3voidquatvec3, to: vec3): quatquat, b: quat, time: number): quatvec3stringnumbernumbernumbernumber() => void, delayMs: number): Timeout() => void, delayMs: number): Timeout() => R): Editor.ScopedConnection(arg0: T0) => R): Editor.ScopedConnection(arg0: T0, arg1: T1) => R): Editor.ScopedConnection(arg0: T0, arg1: T1, arg2: T2) => R): Editor.ScopedConnection(arg0: T0, arg1: T1, arg2: T2, arg3: T3) => R): Editor.ScopedConnection(arg0: T0, arg1: T1, arg2: T2, arg3: T3, arg4: T4) => R): Editor.ScopedConnectionvec2): vec2vec2): numbernumber): vec2vec2): numbervec2): numbervec2): vec2vec2): numbervec2vec2): booleannumbervec2numbernumbervec2, b: vec2, time: number): vec2vec2, b: vec2): vec2vec2, b: vec2): vec2vec2, step: number): vec2vec2): vec2vec2vec2vec2): vec2vec2): vec2numbervec2vec2): vec2vec2vec2): vec2vec2): vec2stringnumber): vec2vec2numbernumbervec2vec3): vec3vec3): numbernumbervec3number): vec3vec3): vec3vec3): numbervec3): numbervec3): vec3vec3): numbervec3vec3): booleanvec3numbervec3numbernumbervec3, b: vec3, time: number): vec3vec3, b: vec3): vec3vec3, b: vec3): vec3vec3, step: number): vec3vec3): vec3vec3vec3vec3, b: vec3): voidvec3): vec3vec3): vec3numbervec3vec3): vec3vec3vec3, step: number): vec3vec3): vec3vec3, b: vec3, time: number): vec3vec3): vec3stringnumber): vec3vec3numbernumbernumbervec3numbervec4): vec4vec4): numbernumbernumber): vec4vec4): numbervec4): numbervec4): vec4vec4): numbervec4): booleannumbernumbernumbervec4, b: vec4, time: number): vec4vec4, b: vec4): vec4vec4, b: vec4): vec4vec4, step: number): vec4vec4): vec4vec4vec4vec4): vec4vec4): vec4numbervec4): vec4vec4): vec4vec4): vec4stringnumber): vec4numbernumbernumbernumbervec4