@galacean/effects-threejs 0.0.0-experimental-downgrade624-20240904

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+ export * from './three-material';
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+ export * from './three-material-util';
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+ import type { UniformValue } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ /**
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+ * WebGL 中和 blend 相关参数到 THREE 的常量映射表
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+ */
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+ export declare const CONSTANT_MAP_BLEND: Record<string, THREE.BlendingDstFactor>;
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+ /**
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+ * WebGL 中和 stencil 相关参数到 THREE 的常量映射表
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+ */
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+ export declare const CONSTANT_MAP_STENCIL_FUNC: Record<string, THREE.StencilFunc>;
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+ /**
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+ * WebGL 中和 stencil 相关测试结果参数到 THREE 的常量映射表
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+ */
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+ export declare const CONSTANT_MAP_STENCIL_OP: Record<string, THREE.StencilOp>;
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+ /**
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+ * WebGL 中和 depth 相关参数到 THREE 的常量映射表
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+ */
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+ export declare const CONSTANT_MAP_DEPTH: Record<string, THREE.DepthModes>;
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+ /**
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+ * THREE 中自定义 shader 在 Galacean Effects 中的设置工具类方法
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+ *
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+ * @param uniforms - uniform 缓存以及 THREE 的 material 的 uniform 对象
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+ * @param name - uniform 名称
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+ * @param value - uniform 值
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+ */
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+ export declare function setUniformValue(uniforms: Record<string, any>, name: string, value: UniformValue | THREE.Matrix4): void;
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+ /**
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+ * 必须初始化的 uniform 的 map 对象(THREE 必须在初始化的时候赋值)
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+ */
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+ export declare const TEXTURE_UNIFORM_MAP: string[];
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+ import type { MaterialProps, Texture, UniformValue, MaterialDestroyOptions, UndefinedAble, Engine, math } from '@galacean/effects-core';
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+ import { Material } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ type Matrix4 = math.Matrix4;
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+ type Vector2 = math.Vector2;
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+ type Vector3 = math.Vector3;
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+ type Vector4 = math.Vector4;
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+ type Matrix3 = math.Matrix3;
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+ type Quaternion = math.Quaternion;
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+ /**
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+ * THREE 抽象材质类
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+ */
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+ export declare class ThreeMaterial extends Material {
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+ /**
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+ * 储存纹理类型的 uniform 值
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+ */
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+ textures: Record<string, Texture>;
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+ /**
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+ * THREE 原始着色器材质对象
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+ */
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+ material: THREE.RawShaderMaterial;
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+ /**
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+ * 储存 uniform 变量名及对应的 THREE uniform 对象
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+ */
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+ uniforms: Record<string, THREE.Uniform>;
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+ /**
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+ * 构造函数
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+ *
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+ * @param props - 材质属性
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+ */
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+ constructor(engine: Engine, props: MaterialProps);
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+ /**
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+ * 设置 uniform 变量值的回调函数
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+ *
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+ * @param name - uniform 变量名
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+ * @param value - uniform 变量值
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+ */
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+ onSetUniformValue(name: string, value: UniformValue): void;
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+ /**
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+ * 移除 uniform 变量值的回调函数
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+ *
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+ * @param name - uniform 变量名
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+ */
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+ onRemoveUniformValue(name: string): void;
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+ /**
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+ * 获取混合模式
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+ */
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+ get blending(): UndefinedAble<boolean>;
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+ set blending(blending: UndefinedAble<boolean>);
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+ /**
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+ * 获取混合函数
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+ */
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+ get blendFunction(): UndefinedAble<[blendSrc: number, blendDst: number, blendSrcAlpha: number, blendDstAlpha: number]>;
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+ set blendFunction(func: UndefinedAble<[blendSrc: number, blendDst: number, blendSrcAlpha: number, blendDstAlpha: number]>);
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+ /**
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+ * 获取混合方程式
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+ */
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+ get blendEquation(): UndefinedAble<[rgb: number, alpha: number]>;
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+ set blendEquation(equation: UndefinedAble<[rgb: number, alpha: number]>);
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+ /**
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+ * 获取深度测试结果
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+ */
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+ get depthTest(): UndefinedAble<boolean>;
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+ set depthTest(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取深度缓冲区结果
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+ */
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+ get depthMask(): UndefinedAble<boolean>;
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+ set depthMask(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取深度函数
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+ */
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+ get depthFunc(): UndefinedAble<number>;
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+ set depthFunc(value: UndefinedAble<number>);
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+ /**
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+ * 获取多边形偏移开关
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+ */
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+ get polygonOffsetFill(): UndefinedAble<boolean>;
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+ set polygonOffsetFill(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取多边形偏移
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+ */
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+ get polygonOffset(): UndefinedAble<[number, number]>;
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+ set polygonOffset(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取 alpha 抖动
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+ */
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+ get sampleAlphaToCoverage(): UndefinedAble<boolean>;
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+ set sampleAlphaToCoverage(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取模板测试开关
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+ */
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+ get stencilTest(): UndefinedAble<boolean>;
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+ set stencilTest(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取模板缓冲区
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+ */
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+ get stencilMask(): UndefinedAble<[number, number]>;
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+ set stencilMask(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取模板测试参考值
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+ */
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+ get stencilRef(): UndefinedAble<[number, number]>;
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+ set stencilRef(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取模版函数
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+ */
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+ get stencilFunc(): UndefinedAble<[number, number]>;
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+ set stencilFunc(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取模板测试失败后参数
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+ */
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+ get stencilOpFail(): UndefinedAble<[number, number]>;
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+ set stencilOpFail(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取模版测试通过深度测试失败后参数
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+ */
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+ get stencilOpZFail(): UndefinedAble<[number, number]>;
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+ set stencilOpZFail(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取模版测试通过并设置深度值参数
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+ */
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+ get stencilOpZPass(): UndefinedAble<[number, number]>;
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+ set stencilOpZPass(value: UndefinedAble<[number, number]>);
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+ /**
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+ * 获取剔除开关
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+ */
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+ get culling(): UndefinedAble<boolean>;
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+ set culling(value: UndefinedAble<boolean>);
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+ /**
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+ * 获取剔除面
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+ */
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+ get cullFace(): UndefinedAble<number>;
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+ set cullFace(value: UndefinedAble<number>);
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+ getTexture(name: string): Texture | null;
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+ setTexture(name: string, texture: Texture): void;
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+ getVector4Array(name: string): number[];
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+ setVector4Array(name: string, array: Vector4[]): void;
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+ getMatrixArray(name: string): number[] | null;
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+ setMatrixArray(name: string, array: Matrix4[]): void;
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+ setMatrixNumberArray(name: string, array: number[]): void;
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+ getMatrix(name: string): Matrix4 | null;
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+ setMatrix(name: string, value: Matrix4): void;
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+ setMatrix3(name: string, value: Matrix3): void;
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+ getVector2(name: string): Vector2 | null;
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+ setVector2(name: string, value: Vector2): void;
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+ getVector3(name: string): Vector3;
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+ setVector3(name: string, value: Vector3): void;
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+ getVector4(name: string): Vector4 | null;
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+ setVector4(name: string, value: Vector4): void;
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+ getQuaternion(name: string): Quaternion | null;
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+ setQuaternion(name: string, value: Quaternion): void;
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+ getFloat(name: string): number | null;
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+ setFloat(name: string, value: number): void;
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+ getFloats(name: string): number[] | null;
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+ setFloats(name: string, value: number[]): void;
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+ getInt(name: string): number | null;
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+ setInt(name: string, value: number): void;
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+ hasUniform(name: string): boolean;
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+ private setUniform;
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+ enableKeyword(keyword: string): void;
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+ disableKeyword(keyword: string): void;
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+ isKeywordEnabled(keyword: string): boolean;
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+ clone(props?: MaterialProps): Material;
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+ cloneUniforms(sourceMaterial: Material): void;
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+ dispose(destroyOptions?: MaterialDestroyOptions): void;
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+ }
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+ export {};
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+ import type { Scene, ShaderLibrary, Transform, MeshRendererOptions, EventSystem, VFXItemContent, VFXItem, MessageItem, CompositionProps } from '@galacean/effects-core';
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+ import { Composition } from '@galacean/effects-core';
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+ import type THREE from 'three';
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+ /**
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+ * 基础 composition 参数
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+ */
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+ export interface CompositionBaseProps {
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+ /**
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+ * 画布宽度
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+ */
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+ width?: number;
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+ /**
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+ * 画布高度
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+ */
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+ height?: number;
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+ event?: EventSystem;
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+ /**
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+ * 播放速度
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+ */
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+ speed?: number;
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+ reusable?: boolean;
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+ baseRenderOrder?: number;
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+ /**
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+ * 合成基础变换
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+ */
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+ transform?: Transform;
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+ /**
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+ * Shader 库
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+ */
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+ shaderLibrary?: ShaderLibrary;
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+ /**
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+ * end 状态监听函数
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+ *
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+ * @param composition - composition 对象
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+ * @returns
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+ */
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+ onEnd?: (composition: Composition) => void;
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+ /**
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+ * 交互元素监听函数
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+ *
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+ * @param item
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+ * @returns
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+ */
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+ onMessageItem?: (item: MessageItem) => void;
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+ /**
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+ * player 暂停监听函授
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+ *
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+ * @param item
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+ * @returns
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+ */
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+ onPlayerPause?: (item: VFXItem<VFXItemContent>) => void;
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+ }
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+ export interface ThreeCompositionProps extends CompositionBaseProps {
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+ /**
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+ * 指定合成名字
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+ */
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+ compositionName?: string;
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+ /**
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+ * 是否多合成
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+ */
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+ multipleCompositions?: boolean;
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+ }
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+ /**
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+ * composition 抽象类的实现
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+ */
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+ export declare class ThreeComposition extends Composition {
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+ /**
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+ * 发射器形状缓存 map
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+ */
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+ static shape: Record<string, number>;
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+ /**
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+ * 相机参数
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+ */
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+ threeCamera: THREE.Camera;
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+ constructor(props: CompositionProps, scene: Scene);
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+ /**
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+ * 开始
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+ */
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+ createRenderFrame(): void;
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+ /**
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+ * 更新 video texture 数据
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+ */
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+ updateVideo(): void;
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+ /**
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+ * 更新相机
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+ */
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+ updateCamera(): void;
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+ /**
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+ * 获取 render 参数
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+ *
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+ * @returns
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+ */
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+ getRendererOptions(): MeshRendererOptions;
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+ }
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+ import type { EventSystem, SceneLoadOptions, Renderer, SceneType } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ import { ThreeComposition } from './three-composition';
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+ export type ThreeDisplayObjectOptions = {
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+ width: number;
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+ height: number;
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+ event?: EventSystem;
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+ camera?: THREE.Camera;
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+ };
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+ /**
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+ *
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+ * @example
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+ * ``` ts
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+ * const renderer = new THREE.WebGLRenderer({...});
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+ * const scene = new THREE.Scene();
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+ * const { width, height } = renderer.domElement.getBoundingClientRect();
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+ * const displayObject = new ThreeDisplayObject(renderer.getContext(), { width, height });
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+ *
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+ * await displayObject.loadScene(json);
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+ * scene.add(displayObject);
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+ * ```
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+ */
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+ export declare class ThreeDisplayObject extends THREE.Group {
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+ compositions: ThreeComposition[];
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+ camera: THREE.Camera | undefined;
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+ renderer: Renderer;
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+ readonly width: number;
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+ readonly height: number;
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+ /**
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+ *
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+ * @param context
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+ */
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+ constructor(context: WebGLRenderingContext | WebGL2RenderingContext, options: ThreeDisplayObjectOptions);
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+ /**
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+ * 获取当前播放合成,如果是多个合成同时播放,返回第一个合成
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+ */
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+ get currentComposition(): ThreeComposition;
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+ /**
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+ * 异步加载动画资源并初始化合成
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+ * @param url - URL 或者通过 URL 请求的 JSONObject
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+ * @param options - 加载可选参数
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+ * @returns
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+ */
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+ loadScene(url: SceneType, options?: SceneLoadOptions): Promise<void>;
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+ /**
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+ *
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+ * @param delta
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+ */
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+ update(delta: number): void;
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+ }
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+ import { Engine } from '@galacean/effects-core';
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+ export declare class ThreeEngine extends Engine {
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+ constructor(gl: WebGL2RenderingContext | WebGLRenderingContext);
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+ }
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+ import type { Engine, GeometryProps, spec } from '@galacean/effects-core';
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+ import { Geometry } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ /**
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+ * THREE 中 attribute info 接口
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+ */
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+ interface ThreeAttributeWithType {
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+ /**
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+ * THREE 中 attribute 对象
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+ */
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+ attribute: THREE.InterleavedBufferAttribute;
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+ /**
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+ * attribute 类型
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+ */
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+ type: number;
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+ /**
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+ * 共享或单独的 buffer
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+ */
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+ buffer: THREE.InterleavedBuffer;
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+ /**
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+ * 数据长度
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+ */
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+ dataLength: number;
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+ }
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+ /**
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+ * THREE 中的 geometry 的抽象实现类
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+ */
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+ export declare class ThreeGeometry extends Geometry {
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+ /**
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+ * geometry 对象
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+ */
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+ geometry: THREE.BufferGeometry;
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+ /**
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+ * 记录顶点属性信息用于缓存
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+ */
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+ attributes: Record<string, ThreeAttributeWithType>;
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+ /**
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+ * geometry 绘制模式
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+ */
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+ readonly mode: GLenum;
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+ private destroyed;
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+ private attributesName;
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+ /**
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+ * 构造函数
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+ * @param props - geometry 创建参数
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+ */
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+ constructor(engine: Engine, props: GeometryProps);
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+ /**
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+ * 获取绘制数量
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+ */
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+ get drawCount(): number;
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+ /**
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+ * 设置绘制数量
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+ */
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+ set drawCount(val: number);
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+ /**
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+ * 获取绘制起点
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+ */
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+ get drawStart(): number;
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+ /**
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+ * 设置绘制起点
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+ */
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+ set drawStart(val: number);
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+ /**
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+ * 获取 attribute 数据
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+ *
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+ * @param name - attribute 名称
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+ * @returns 返回 attribute 数据,如果为空返回 undefined
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+ */
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+ getAttributeData(name: string): spec.TypedArray | undefined;
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+ /**
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+ * 设置 attribute 数据
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+ *
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+ * @param name - attribute 名称
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+ * @param data - attribute 数据
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+ * @returns
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+ */
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+ setAttributeData(name: string, data: spec.TypedArray): void;
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+ /**
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+ * 设置可变的 attribute 数据
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+ *
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+ * @param name - attribute 名称
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+ * @param dataOffset - 数据偏移
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+ * @param data - 数据内容
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+ * @returns
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+ */
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+ setAttributeSubData(name: string, dataOffset: number, data: spec.TypedArray): void;
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+ /**
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+ * 获取 attribute 数据步长
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+ *
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+ * @param name - attribute名称
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+ * @returns 返回步长值
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+ */
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+ getAttributeStride(name: string): number;
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+ /**
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+ * 获取用到的所有 attribute 名称
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+ * @returns 返回名称数组
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+ */
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+ getAttributeNames(): string[];
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+ /**
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+ * 获取 index attribute 数据
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+ * @returns 返回数据,如果为空返回 undefined
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+ */
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+ getIndexData(): spec.TypedArray | undefined;
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+ /**
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+ * 设置 index attribute 数据
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+ *
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+ * @param data - index 数据
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+ */
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+ setIndexData(data?: spec.TypedArray): void;
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+ /**
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+ * 设置偏移 index 数据
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+ *
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+ * @param offset - 数据偏移量
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+ * @param data - 数据内容
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+ */
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+ setIndexSubData(offset: number, data: spec.TypedArray): void;
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+ /**
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+ * 设置绘制偏移
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+ *
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+ * @param start - 绘制偏移
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+ */
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+ setDrawStart(start: number): void;
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+ /**
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+ * 获取绘制偏移
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+ *
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+ * @returns 返回绘制移
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+ */
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+ getDrawStart(): number;
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+ /**
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+ * 设置绘制数量
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+ *
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+ * @param count - 绘制数量
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+ */
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+ setDrawCount(count: number): void;
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+ /**
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+ * 获取绘制数量
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+ *
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+ * @returns 返回绘制数量
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+ */
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+ getDrawCount(): number;
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+ /**
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+ * 销毁方法
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+ *
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+ * @returns
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+ */
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+ dispose(): void;
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+ private setAttributeType;
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+ }
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+ export {};
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+ import type { Geometry, Material, MaterialDestroyOptions, MeshDestroyOptions, GeometryMeshProps, Sortable, Engine } from '@galacean/effects-core';
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+ import { DestroyOptions, Mesh } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ /**
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+ * mesh 抽象类的 THREE 实现
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+ */
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+ export declare class ThreeMesh extends Mesh implements Sortable {
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+ /**
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+ * mesh 对象
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+ */
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+ mesh: THREE.Mesh | THREE.LineSegments;
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+ /**
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+ * 构造函数
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+ * @param props - mesh 创建参数
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+ */
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+ constructor(engine: Engine, props: GeometryMeshProps);
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+ /**
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+ * 设置 mesh 的渲染顺序
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+ *
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+ * @param v - 顺序 index
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+ */
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+ set priority(v: number);
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+ /**
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+ * 获取 mesh 的渲染顺序
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+ */
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+ get priority(): number;
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+ /**
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+ * 设置 mesh 可见性
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+ *
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+ * @param val - 可见性开关
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+ */
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+ setVisible(val: boolean): void;
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+ /**
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+ * 获取 mesh 的可见性
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+ *
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+ * @returns
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+ */
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+ getVisible(): boolean;
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+ /**
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+ * 获取 mesh 中的首个 geometry
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+ *
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+ * @returns 返回 geometry 对象
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+ */
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+ firstGeometry(): Geometry;
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+ /**
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+ * 设置 material
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+ *
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+ * @param mtl - material 对象
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+ * @param destroy 销毁参数
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+ */
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+ setMaterial(mtl: Material, destroy?: MaterialDestroyOptions | DestroyOptions.keep): void;
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+ /**
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+ * 重建方法
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+ */
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+ restore(): void;
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+ /**
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+ * 销毁方法
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+ *
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+ * @param options - 销毁参数
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+ */
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+ dispose(options?: MeshDestroyOptions): void;
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+ }
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+ import type { Mesh, RenderPass, Texture, RenderFrameOptions } from '@galacean/effects-core';
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+ import { RenderFrame } from '@galacean/effects-core';
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+ import * as THREE from 'three';
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+ /**
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+ * runtime 中对渲染中的一帧的流程管理对象
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+ * THREE 对此抽象类的实现
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+ */
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+ export declare class ThreeRenderFrame extends RenderFrame {
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+ group: THREE.Group;
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+ threeCamera: THREE.Camera | undefined;
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+ constructor(options: RenderFrameOptions);
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+ /**
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+ * 设置 pass 数组
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+ *
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+ * @param passes - pass 数组
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+ */
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+ setRenderPasses(passes: RenderPass[]): void;
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+ /**
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+ * 添加 render pass
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+ *
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+ * @param pass - render pass 对象
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+ */
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+ addRenderPass(pass: RenderPass): void;
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+ /**
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+ * 创建资源(滤镜元素会用到)
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+ */
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+ createResource(): void;
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+ /**
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+ * 创建默认 mesh(滤镜元素会用到)
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+ *
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+ * @param semantics - mesh 创建参数
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+ */
33
+ createCopyMesh(semantics?: {
34
+ tex?: string;
35
+ size?: string;
36
+ blend?: boolean;
37
+ depthTexture?: Texture;
38
+ }): Mesh;
39
+ /**
40
+ * 添加 mesh 到默认 render pass 中
41
+ *
42
+ * @param mesh - mesh 对象
43
+ */
44
+ addMeshToDefaultRenderPass(mesh: Mesh): void;
45
+ /**
46
+ * 从默认 render pass 删除 mesh
47
+ *
48
+ * @param mesh - mesh 对象
49
+ */
50
+ removeMeshFromDefaultRenderPass(mesh: Mesh): void;
51
+ updateMatrix(): void;
52
+ updateUniform(): void;
53
+ /**
54
+ * 主要用来做 group 和 composition 的清理
55
+ */
56
+ dispose(): void;
57
+ }
@@ -0,0 +1,42 @@
1
+ import type { Texture, RenderPassOptions, RenderPassAttachmentOptions, RenderPassDepthStencilAttachment, RenderPassDestroyOptions, spec } from '@galacean/effects-core';
2
+ import { RenderPass } from '@galacean/effects-core';
3
+ /**
4
+ * THREE RenderPass 抽象类的实现(滤镜元素需要实现)
5
+ */
6
+ export declare class ThreeRenderPass extends RenderPass {
7
+ /**
8
+ * 构造函数
9
+ * @param options - 设置 RenderPass 的参数选项
10
+ */
11
+ constructor(renderer: any, options: RenderPassOptions);
12
+ /**
13
+ * 重置颜色附件
14
+ * @param colors - 颜色附件数组
15
+ */
16
+ resetColorAttachments(colors: Texture[]): void;
17
+ /**
18
+ * 重置所有附件
19
+ * @param options - 返回渲染目标附件的选项
20
+ */
21
+ resetAttachments(options: RenderPassAttachmentOptions): void;
22
+ /**
23
+ * 获取视口
24
+ * @returns vec4 类型的值,表示视口的左上角 x 和 y 坐标以及宽度和高度
25
+ */
26
+ getViewport(): spec.vec4;
27
+ /**
28
+ * 获取深度附件
29
+ * @returns 返回深度附件信息
30
+ */
31
+ getDepthAttachment(): RenderPassDepthStencilAttachment | undefined;
32
+ /**
33
+ * 获取模板附件
34
+ * @returns 返回模板附件信息
35
+ */
36
+ getStencilAttachment(): RenderPassDepthStencilAttachment | undefined;
37
+ /**
38
+ * 销毁渲染目标及其所有附件
39
+ * @param options - 销毁渲染目标的选项
40
+ */
41
+ dispose(options?: RenderPassDestroyOptions): void;
42
+ }
@@ -0,0 +1,4 @@
1
+ import { Renderer } from '@galacean/effects-core';
2
+ export declare class ThreeRenderer extends Renderer {
3
+ constructor(gl: WebGL2RenderingContext | WebGLRenderingContext);
4
+ }