@needle-tools/three 0.169.12 → 0.169.13

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Files changed (842) hide show
  1. package/package.json +3 -2
  2. package/types/build/three.d.cts +1 -0
  3. package/types/build/three.module.d.ts +1 -0
  4. package/types/build/three.module.min.d.ts +1 -0
  5. package/types/build/three.webgpu.d.ts +1 -0
  6. package/types/build/three.webgpu.min.d.ts +1 -0
  7. package/types/build/three.webgpu.nodes.d.ts +1 -0
  8. package/types/build/three.webgpu.nodes.min.d.ts +1 -0
  9. package/types/examples/jsm/Addons.d.ts +292 -0
  10. package/types/examples/jsm/animation/AnimationClipCreator.d.ts +12 -0
  11. package/types/examples/jsm/animation/CCDIKSolver.d.ts +43 -0
  12. package/types/examples/jsm/animation/MMDAnimationHelper.d.ts +95 -0
  13. package/types/examples/jsm/animation/MMDPhysics.d.ts +124 -0
  14. package/types/examples/jsm/cameras/CinematicCamera.d.ts +34 -0
  15. package/types/examples/jsm/capabilities/WebGL.d.ts +17 -0
  16. package/types/examples/jsm/capabilities/WebGPU.d.ts +7 -0
  17. package/types/examples/jsm/controls/ArcballControls.d.ts +203 -0
  18. package/types/examples/jsm/controls/DragControls.d.ts +111 -0
  19. package/types/examples/jsm/controls/FirstPersonControls.d.ts +101 -0
  20. package/types/examples/jsm/controls/FlyControls.d.ts +44 -0
  21. package/types/examples/jsm/controls/MapControls.d.ts +21 -0
  22. package/types/examples/jsm/controls/OrbitControls.d.ts +251 -0
  23. package/types/examples/jsm/controls/PointerLockControls.d.ts +86 -0
  24. package/types/examples/jsm/controls/TrackballControls.d.ts +142 -0
  25. package/types/examples/jsm/controls/TransformControls.d.ts +249 -0
  26. package/types/examples/jsm/csm/CSM.d.ts +55 -0
  27. package/types/examples/jsm/csm/CSMFrustum.d.ts +19 -0
  28. package/types/examples/jsm/csm/CSMHelper.d.ts +27 -0
  29. package/types/examples/jsm/csm/CSMShader.d.ts +4 -0
  30. package/types/examples/jsm/curves/CurveExtras.d.ts +68 -0
  31. package/types/examples/jsm/curves/NURBSCurve.d.ts +17 -0
  32. package/types/examples/jsm/curves/NURBSSurface.d.ts +13 -0
  33. package/types/examples/jsm/curves/NURBSUtils.d.ts +146 -0
  34. package/types/examples/jsm/curves/NURBSVolume.d.ts +23 -0
  35. package/types/examples/jsm/effects/AnaglyphEffect.d.ts +17 -0
  36. package/types/examples/jsm/effects/AsciiEffect.d.ts +18 -0
  37. package/types/examples/jsm/effects/OutlineEffect.d.ts +28 -0
  38. package/types/examples/jsm/effects/ParallaxBarrierEffect.d.ts +11 -0
  39. package/types/examples/jsm/effects/PeppersGhostEffect.d.ts +10 -0
  40. package/types/examples/jsm/effects/StereoEffect.d.ts +9 -0
  41. package/types/examples/jsm/environments/DebugEnvironment.d.ts +5 -0
  42. package/types/examples/jsm/environments/RoomEnvironment.d.ts +6 -0
  43. package/types/examples/jsm/exporters/DRACOExporter.d.ts +17 -0
  44. package/types/examples/jsm/exporters/EXRExporter.d.ts +27 -0
  45. package/types/examples/jsm/exporters/GLTFExporter.d.ts +123 -0
  46. package/types/examples/jsm/exporters/KTX2Exporter.d.ts +7 -0
  47. package/types/examples/jsm/exporters/MMDExporter.d.ts +7 -0
  48. package/types/examples/jsm/exporters/OBJExporter.d.ts +7 -0
  49. package/types/examples/jsm/exporters/PLYExporter.d.ts +30 -0
  50. package/types/examples/jsm/exporters/STLExporter.d.ts +21 -0
  51. package/types/examples/jsm/exporters/USDZExporter.d.ts +21 -0
  52. package/types/examples/jsm/geometries/BoxLineGeometry.d.ts +12 -0
  53. package/types/examples/jsm/geometries/ConvexGeometry.d.ts +5 -0
  54. package/types/examples/jsm/geometries/DecalGeometry.d.ts +10 -0
  55. package/types/examples/jsm/geometries/ParametricGeometries.d.ts +32 -0
  56. package/types/examples/jsm/geometries/ParametricGeometry.d.ts +18 -0
  57. package/types/examples/jsm/geometries/RoundedBoxGeometry.d.ts +5 -0
  58. package/types/examples/jsm/geometries/TeapotGeometry.d.ts +37 -0
  59. package/types/examples/jsm/geometries/TextGeometry.d.ts +123 -0
  60. package/types/examples/jsm/helpers/LightProbeHelper.d.ts +12 -0
  61. package/types/examples/jsm/helpers/LightProbeHelperGPU.d.ts +12 -0
  62. package/types/examples/jsm/helpers/OctreeHelper.d.ts +17 -0
  63. package/types/examples/jsm/helpers/PositionalAudioHelper.d.ts +13 -0
  64. package/types/examples/jsm/helpers/RectAreaLightHelper.d.ts +10 -0
  65. package/types/examples/jsm/helpers/TextureHelper.d.ts +10 -0
  66. package/types/examples/jsm/helpers/VertexNormalsHelper.d.ts +12 -0
  67. package/types/examples/jsm/helpers/VertexTangentsHelper.d.ts +12 -0
  68. package/types/examples/jsm/helpers/ViewHelper.d.ts +17 -0
  69. package/types/examples/jsm/interactive/HTMLMesh.d.ts +6 -0
  70. package/types/examples/jsm/interactive/InteractiveGroup.d.ts +20 -0
  71. package/types/examples/jsm/interactive/SelectionBox.d.ts +16 -0
  72. package/types/examples/jsm/interactive/SelectionHelper.d.ts +17 -0
  73. package/types/examples/jsm/libs/fflate.module.d.ts +1 -0
  74. package/types/examples/jsm/libs/lil-gui.module.min.d.ts +608 -0
  75. package/types/examples/jsm/libs/meshopt_decoder.module.d.ts +1 -0
  76. package/types/examples/jsm/libs/stats.module.d.ts +3 -0
  77. package/types/examples/jsm/libs/tween.module.d.ts +2 -0
  78. package/types/examples/jsm/lights/LightProbeGenerator.d.ts +10 -0
  79. package/types/examples/jsm/lights/RectAreaLightTexturesLib.d.ts +7 -0
  80. package/types/examples/jsm/lights/RectAreaLightUniformsLib.d.ts +5 -0
  81. package/types/examples/jsm/lines/Line2.d.ts +25 -0
  82. package/types/examples/jsm/lines/LineGeometry.d.ts +27 -0
  83. package/types/examples/jsm/lines/LineMaterial.d.ts +82 -0
  84. package/types/examples/jsm/lines/LineSegments2.d.ts +37 -0
  85. package/types/examples/jsm/lines/LineSegmentsGeometry.d.ts +53 -0
  86. package/types/examples/jsm/lines/Wireframe.d.ts +11 -0
  87. package/types/examples/jsm/lines/WireframeGeometry2.d.ts +8 -0
  88. package/types/examples/jsm/lines/webgpu/Line2.d.ts +14 -0
  89. package/types/examples/jsm/lines/webgpu/LineSegments2.d.ts +15 -0
  90. package/types/examples/jsm/loaders/3DMLoader.d.ts +10 -0
  91. package/types/examples/jsm/loaders/3MFLoader.d.ts +9 -0
  92. package/types/examples/jsm/loaders/AMFLoader.d.ts +7 -0
  93. package/types/examples/jsm/loaders/BVHLoader.d.ts +14 -0
  94. package/types/examples/jsm/loaders/ColladaLoader.d.ts +11 -0
  95. package/types/examples/jsm/loaders/DDSLoader.d.ts +22 -0
  96. package/types/examples/jsm/loaders/DRACOLoader.d.ts +25 -0
  97. package/types/examples/jsm/loaders/EXRLoader.d.ts +19 -0
  98. package/types/examples/jsm/loaders/FBXLoader.d.ts +7 -0
  99. package/types/examples/jsm/loaders/FontLoader.d.ts +41 -0
  100. package/types/examples/jsm/loaders/GCodeLoader.d.ts +8 -0
  101. package/types/examples/jsm/loaders/GLTFLoader.d.ts +153 -0
  102. package/types/examples/jsm/loaders/HDRCubeTextureLoader.d.ts +18 -0
  103. package/types/examples/jsm/loaders/IESLoader.d.ts +5 -0
  104. package/types/examples/jsm/loaders/KMZLoader.d.ts +9 -0
  105. package/types/examples/jsm/loaders/KTX2Loader.d.ts +54 -0
  106. package/types/examples/jsm/loaders/KTXLoader.d.ts +22 -0
  107. package/types/examples/jsm/loaders/LDrawLoader.d.ts +19 -0
  108. package/types/examples/jsm/loaders/LUT3dlLoader.d.ts +39 -0
  109. package/types/examples/jsm/loaders/LUTCubeLoader.d.ts +42 -0
  110. package/types/examples/jsm/loaders/LUTImageLoader.d.ts +18 -0
  111. package/types/examples/jsm/loaders/LWOLoader.d.ts +19 -0
  112. package/types/examples/jsm/loaders/LottieLoader.d.ts +14 -0
  113. package/types/examples/jsm/loaders/MD2Loader.d.ts +7 -0
  114. package/types/examples/jsm/loaders/MDDLoader.d.ts +12 -0
  115. package/types/examples/jsm/loaders/MMDLoader.d.ts +56 -0
  116. package/types/examples/jsm/loaders/MTLLoader.d.ts +94 -0
  117. package/types/examples/jsm/loaders/MaterialXLoader.d.ts +5 -0
  118. package/types/examples/jsm/loaders/NRRDLoader.d.ts +15 -0
  119. package/types/examples/jsm/loaders/OBJLoader.d.ts +10 -0
  120. package/types/examples/jsm/loaders/PCDLoader.d.ts +8 -0
  121. package/types/examples/jsm/loaders/PDBLoader.d.ts +15 -0
  122. package/types/examples/jsm/loaders/PLYLoader.d.ts +11 -0
  123. package/types/examples/jsm/loaders/PVRLoader.d.ts +16 -0
  124. package/types/examples/jsm/loaders/RGBELoader.d.ts +19 -0
  125. package/types/examples/jsm/loaders/RGBMLoader.d.ts +37 -0
  126. package/types/examples/jsm/loaders/STLLoader.d.ts +7 -0
  127. package/types/examples/jsm/loaders/SVGLoader.d.ts +64 -0
  128. package/types/examples/jsm/loaders/TDSLoader.d.ts +35 -0
  129. package/types/examples/jsm/loaders/TGALoader.d.ts +7 -0
  130. package/types/examples/jsm/loaders/TIFFLoader.d.ts +16 -0
  131. package/types/examples/jsm/loaders/TTFLoader.d.ts +10 -0
  132. package/types/examples/jsm/loaders/USDZLoader.d.ts +11 -0
  133. package/types/examples/jsm/loaders/UltraHDRLoader.d.ts +21 -0
  134. package/types/examples/jsm/loaders/VOXLoader.d.ts +21 -0
  135. package/types/examples/jsm/loaders/VRMLLoader.d.ts +7 -0
  136. package/types/examples/jsm/loaders/VTKLoader.d.ts +7 -0
  137. package/types/examples/jsm/loaders/XYZLoader.d.ts +7 -0
  138. package/types/examples/jsm/materials/MeshGouraudMaterial.d.ts +16 -0
  139. package/types/examples/jsm/materials/MeshPostProcessingMaterial.d.ts +13 -0
  140. package/types/examples/jsm/math/Capsule.d.ts +26 -0
  141. package/types/examples/jsm/math/ColorConverter.d.ts +19 -0
  142. package/types/examples/jsm/math/ConvexHull.d.ts +89 -0
  143. package/types/examples/jsm/math/ImprovedNoise.d.ts +4 -0
  144. package/types/examples/jsm/math/Lut.d.ts +27 -0
  145. package/types/examples/jsm/math/MeshSurfaceSampler.d.ts +21 -0
  146. package/types/examples/jsm/math/OBB.d.ts +24 -0
  147. package/types/examples/jsm/math/Octree.d.ts +29 -0
  148. package/types/examples/jsm/math/SimplexNoise.d.ts +9 -0
  149. package/types/examples/jsm/misc/ConvexObjectBreaker.d.ts +25 -0
  150. package/types/examples/jsm/misc/GPUComputationRenderer.d.ts +55 -0
  151. package/types/examples/jsm/misc/Gyroscope.d.ts +5 -0
  152. package/types/examples/jsm/misc/MD2Character.d.ts +33 -0
  153. package/types/examples/jsm/misc/MD2CharacterComplex.d.ts +55 -0
  154. package/types/examples/jsm/misc/MorphAnimMesh.d.ts +13 -0
  155. package/types/examples/jsm/misc/MorphBlendMesh.d.ts +21 -0
  156. package/types/examples/jsm/misc/ProgressiveLightMap.d.ts +60 -0
  157. package/types/examples/jsm/misc/RollerCoaster.d.ts +26 -0
  158. package/types/examples/jsm/misc/Timer.d.ts +80 -0
  159. package/types/examples/jsm/misc/TubePainter.d.ts +10 -0
  160. package/types/examples/jsm/misc/Volume.d.ts +37 -0
  161. package/types/examples/jsm/misc/VolumeSlice.d.ts +28 -0
  162. package/types/examples/jsm/modifiers/CurveModifier.d.ts +41 -0
  163. package/types/examples/jsm/modifiers/CurveModifierGPU.d.ts +31 -0
  164. package/types/examples/jsm/modifiers/EdgeSplitModifier.d.ts +26 -0
  165. package/types/examples/jsm/modifiers/SimplifyModifier.d.ts +6 -0
  166. package/types/examples/jsm/modifiers/TessellateModifier.d.ts +9 -0
  167. package/types/examples/jsm/objects/GroundedSkybox.d.ts +5 -0
  168. package/types/examples/jsm/objects/Lensflare.d.ts +21 -0
  169. package/types/examples/jsm/objects/LensflareMesh.d.ts +21 -0
  170. package/types/examples/jsm/objects/MarchingCubes.d.ts +76 -0
  171. package/types/examples/jsm/objects/Reflector.d.ts +21 -0
  172. package/types/examples/jsm/objects/ReflectorForSSRPass.d.ts +62 -0
  173. package/types/examples/jsm/objects/Refractor.d.ts +21 -0
  174. package/types/examples/jsm/objects/ShadowMesh.d.ts +10 -0
  175. package/types/examples/jsm/objects/Sky.d.ts +28 -0
  176. package/types/examples/jsm/objects/SkyMesh.d.ts +17 -0
  177. package/types/examples/jsm/objects/Water.d.ts +22 -0
  178. package/types/examples/jsm/objects/Water2.d.ts +21 -0
  179. package/types/examples/jsm/objects/Water2Mesh.d.ts +42 -0
  180. package/types/examples/jsm/objects/WaterMesh.d.ts +31 -0
  181. package/types/examples/jsm/physics/AmmoPhysics.d.ts +9 -0
  182. package/types/examples/jsm/physics/JoltPhysics.d.ts +10 -0
  183. package/types/examples/jsm/physics/RapierPhysics.d.ts +12 -0
  184. package/types/examples/jsm/postprocessing/AfterimagePass.d.ts +14 -0
  185. package/types/examples/jsm/postprocessing/BloomPass.d.ts +14 -0
  186. package/types/examples/jsm/postprocessing/BokehPass.d.ts +23 -0
  187. package/types/examples/jsm/postprocessing/ClearPass.d.ts +9 -0
  188. package/types/examples/jsm/postprocessing/CubeTexturePass.d.ts +14 -0
  189. package/types/examples/jsm/postprocessing/DotScreenPass.d.ts +10 -0
  190. package/types/examples/jsm/postprocessing/EffectComposer.d.ts +31 -0
  191. package/types/examples/jsm/postprocessing/FilmPass.d.ts +10 -0
  192. package/types/examples/jsm/postprocessing/GTAOPass.d.ts +121 -0
  193. package/types/examples/jsm/postprocessing/GlitchPass.d.ts +16 -0
  194. package/types/examples/jsm/postprocessing/HalftonePass.d.ts +37 -0
  195. package/types/examples/jsm/postprocessing/LUTPass.d.ts +13 -0
  196. package/types/examples/jsm/postprocessing/MaskPass.d.ts +14 -0
  197. package/types/examples/jsm/postprocessing/OutlinePass.d.ts +64 -0
  198. package/types/examples/jsm/postprocessing/OutputPass.d.ts +10 -0
  199. package/types/examples/jsm/postprocessing/Pass.d.ts +31 -0
  200. package/types/examples/jsm/postprocessing/RenderPass.d.ts +23 -0
  201. package/types/examples/jsm/postprocessing/RenderPixelatedPass.d.ts +30 -0
  202. package/types/examples/jsm/postprocessing/RenderTransitionPass.d.ts +33 -0
  203. package/types/examples/jsm/postprocessing/SAOPass.d.ts +70 -0
  204. package/types/examples/jsm/postprocessing/SMAAPass.d.ts +21 -0
  205. package/types/examples/jsm/postprocessing/SSAARenderPass.d.ts +26 -0
  206. package/types/examples/jsm/postprocessing/SSAOPass.d.ts +68 -0
  207. package/types/examples/jsm/postprocessing/SSRPass.d.ts +122 -0
  208. package/types/examples/jsm/postprocessing/SavePass.d.ts +12 -0
  209. package/types/examples/jsm/postprocessing/ShaderPass.d.ts +11 -0
  210. package/types/examples/jsm/postprocessing/TAARenderPass.d.ts +8 -0
  211. package/types/examples/jsm/postprocessing/TexturePass.d.ts +12 -0
  212. package/types/examples/jsm/postprocessing/UnrealBloomPass.d.ts +31 -0
  213. package/types/examples/jsm/renderers/CSS2DRenderer.d.ts +23 -0
  214. package/types/examples/jsm/renderers/CSS3DRenderer.d.ts +26 -0
  215. package/types/examples/jsm/renderers/Projector.d.ts +60 -0
  216. package/types/examples/jsm/renderers/SVGRenderer.d.ts +26 -0
  217. package/types/examples/jsm/shaders/ACESFilmicToneMappingShader.d.ts +11 -0
  218. package/types/examples/jsm/shaders/AfterimageShader.d.ts +12 -0
  219. package/types/examples/jsm/shaders/BasicShader.d.ts +6 -0
  220. package/types/examples/jsm/shaders/BleachBypassShader.d.ts +10 -0
  221. package/types/examples/jsm/shaders/BlendShader.d.ts +13 -0
  222. package/types/examples/jsm/shaders/BokehShader.d.ts +21 -0
  223. package/types/examples/jsm/shaders/BokehShader2.d.ts +44 -0
  224. package/types/examples/jsm/shaders/BrightnessContrastShader.d.ts +12 -0
  225. package/types/examples/jsm/shaders/ColorCorrectionShader.d.ts +13 -0
  226. package/types/examples/jsm/shaders/ColorifyShader.d.ts +10 -0
  227. package/types/examples/jsm/shaders/ConvolutionShader.d.ts +17 -0
  228. package/types/examples/jsm/shaders/CopyShader.d.ts +10 -0
  229. package/types/examples/jsm/shaders/DOFMipMapShader.d.ts +13 -0
  230. package/types/examples/jsm/shaders/DepthLimitedBlurShader.d.ts +28 -0
  231. package/types/examples/jsm/shaders/DigitalGlitch.d.ts +19 -0
  232. package/types/examples/jsm/shaders/DotScreenShader.d.ts +13 -0
  233. package/types/examples/jsm/shaders/ExposureShader.d.ts +11 -0
  234. package/types/examples/jsm/shaders/FXAAShader.d.ts +11 -0
  235. package/types/examples/jsm/shaders/FilmShader.d.ts +12 -0
  236. package/types/examples/jsm/shaders/FocusShader.d.ts +14 -0
  237. package/types/examples/jsm/shaders/FreiChenShader.d.ts +11 -0
  238. package/types/examples/jsm/shaders/GTAOShader.d.ts +59 -0
  239. package/types/examples/jsm/shaders/GammaCorrectionShader.d.ts +9 -0
  240. package/types/examples/jsm/shaders/GodRaysShader.d.ts +44 -0
  241. package/types/examples/jsm/shaders/HalftoneShader.d.ts +22 -0
  242. package/types/examples/jsm/shaders/HorizontalBlurShader.d.ts +10 -0
  243. package/types/examples/jsm/shaders/HorizontalTiltShiftShader.d.ts +12 -0
  244. package/types/examples/jsm/shaders/HueSaturationShader.d.ts +12 -0
  245. package/types/examples/jsm/shaders/KaleidoShader.d.ts +12 -0
  246. package/types/examples/jsm/shaders/LuminosityHighPassShader.d.ts +15 -0
  247. package/types/examples/jsm/shaders/LuminosityShader.d.ts +10 -0
  248. package/types/examples/jsm/shaders/MMDToonShader.d.ts +15 -0
  249. package/types/examples/jsm/shaders/MirrorShader.d.ts +11 -0
  250. package/types/examples/jsm/shaders/NormalMapShader.d.ts +13 -0
  251. package/types/examples/jsm/shaders/OutputShader.d.ts +11 -0
  252. package/types/examples/jsm/shaders/PoissonDenoiseShader.d.ts +28 -0
  253. package/types/examples/jsm/shaders/RGBShiftShader.d.ts +11 -0
  254. package/types/examples/jsm/shaders/SAOShader.d.ts +29 -0
  255. package/types/examples/jsm/shaders/SMAAShader.d.ts +43 -0
  256. package/types/examples/jsm/shaders/SSAOShader.d.ts +49 -0
  257. package/types/examples/jsm/shaders/SSRShader.d.ts +62 -0
  258. package/types/examples/jsm/shaders/SepiaShader.d.ts +10 -0
  259. package/types/examples/jsm/shaders/SobelOperatorShader.d.ts +11 -0
  260. package/types/examples/jsm/shaders/SubsurfaceScatteringShader.d.ts +38 -0
  261. package/types/examples/jsm/shaders/TechnicolorShader.d.ts +10 -0
  262. package/types/examples/jsm/shaders/ToonShader.d.ts +54 -0
  263. package/types/examples/jsm/shaders/TriangleBlurShader.d.ts +11 -0
  264. package/types/examples/jsm/shaders/UnpackDepthRGBAShader.d.ts +11 -0
  265. package/types/examples/jsm/shaders/VelocityShader.d.ts +16 -0
  266. package/types/examples/jsm/shaders/VerticalBlurShader.d.ts +10 -0
  267. package/types/examples/jsm/shaders/VerticalTiltShiftShader.d.ts +12 -0
  268. package/types/examples/jsm/shaders/VignetteShader.d.ts +11 -0
  269. package/types/examples/jsm/shaders/VolumeShader.d.ts +14 -0
  270. package/types/examples/jsm/shaders/WaterRefractionShader.d.ts +14 -0
  271. package/types/examples/jsm/textures/FlakesTexture.d.ts +3 -0
  272. package/types/examples/jsm/transpiler/AST.d.ts +7 -0
  273. package/types/examples/jsm/transpiler/GLSLDecoder.d.ts +7 -0
  274. package/types/examples/jsm/transpiler/ShaderToyDecoder.d.ts +3 -0
  275. package/types/examples/jsm/transpiler/TSLEncoder.d.ts +7 -0
  276. package/types/examples/jsm/transpiler/Transpiler.d.ts +5 -0
  277. package/types/examples/jsm/utils/BufferGeometryUtils.d.ts +37 -0
  278. package/types/examples/jsm/utils/CameraUtils.d.ts +9 -0
  279. package/types/examples/jsm/utils/GeometryCompressionUtils.d.ts +21 -0
  280. package/types/examples/jsm/utils/GeometryUtils.d.ts +25 -0
  281. package/types/examples/jsm/utils/LDrawUtils.d.ts +5 -0
  282. package/types/examples/jsm/utils/SceneUtils.d.ts +57 -0
  283. package/types/examples/jsm/utils/ShadowMapViewer.d.ts +26 -0
  284. package/types/examples/jsm/utils/ShadowMapViewerGPU.d.ts +26 -0
  285. package/types/examples/jsm/utils/SkeletonUtils.d.ts +32 -0
  286. package/types/examples/jsm/utils/SortUtils.d.ts +7 -0
  287. package/types/examples/jsm/utils/TextureUtils.d.ts +3 -0
  288. package/types/examples/jsm/utils/TextureUtilsGPU.d.ts +3 -0
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  842. package/types/src/utils.d.ts +3 -0
@@ -0,0 +1,77 @@
1
+ import { Object3D } from "../core/Object3D.js";
2
+ import { Light } from "../lights/Light.js";
3
+ import { ColorRepresentation } from "../math/Color.js";
4
+ import { Matrix4 } from "../math/Matrix4.js";
5
+ import { LineSegments } from "../objects/LineSegments.js";
6
+
7
+ /**
8
+ * This displays a cone shaped helper object for a {@link THREE.SpotLight | SpotLight}.
9
+ * @example
10
+ * ```typescript
11
+ * const spotLight = new THREE.SpotLight(0xffffff);
12
+ * spotLight.position.set(10, 10, 10);
13
+ * scene.add(spotLight);
14
+ * const {@link SpotLightHelper} = new THREE.SpotLightHelper(spotLight);
15
+ * scene.add(spotLightHelper);
16
+ * ```
17
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_spotlights | WebGL/ lights / spotlights }
18
+ * @see {@link https://threejs.org/docs/index.html#api/en/helpers/SpotLightHelper | Official Documentation}
19
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/helpers/SpotLightHelper.js | Source}
20
+ */
21
+ export class SpotLightHelper extends Object3D {
22
+ /**
23
+ * Create a new instance of {@link SpotLightHelper}
24
+ * @param light The {@link THREE.SpotLight | SpotLight} to be visualized.
25
+ * @param color If this is not the set the helper will take the color of the light. Default `light.color`
26
+ */
27
+ constructor(light: Light, color?: ColorRepresentation);
28
+
29
+ /**
30
+ * A Read-only _string_ to check if `this` object type.
31
+ * @remarks Sub-classes will update this value.
32
+ * @override
33
+ * @defaultValue `SpotLightHelper`
34
+ */
35
+ override readonly type: string | "SpotLightHelper";
36
+
37
+ /**
38
+ * {@link THREE.LineSegments | LineSegments} used to visualize the light.
39
+ */
40
+ cone: LineSegments;
41
+
42
+ /**
43
+ * Reference to the {@link THREE.SpotLight | SpotLight} being visualized.
44
+ */
45
+ light: Light;
46
+
47
+ /**
48
+ * Reference to the spotLight's {@link Object3D.matrixWorld | matrixWorld}.
49
+ */
50
+ matrix: Matrix4;
51
+
52
+ /**
53
+ * The color parameter passed in the constructor.
54
+ * If this is changed, the helper's color will update the next time {@link SpotLightHelper.update | update} is called.
55
+ * @defaultValue `undefined`
56
+ */
57
+ color: ColorRepresentation | undefined;
58
+
59
+ /**
60
+ * Is set to `false`, as the helper is using the {@link THREE.Light.matrixWorld | light.matrixWorld}.
61
+ * @see {@link THREE.Object3D.matrixAutoUpdate | Object3D.matrixAutoUpdate}.
62
+ * @defaultValue `false`.
63
+ */
64
+ override matrixAutoUpdate: boolean;
65
+
66
+ /**
67
+ * Updates the light helper.
68
+ */
69
+ update(): void;
70
+
71
+ /**
72
+ * Frees the GPU-related resources allocated by this instance
73
+ * @remarks
74
+ * Call this method whenever this instance is no longer used in your app.
75
+ */
76
+ dispose(): void;
77
+ }
@@ -0,0 +1,36 @@
1
+ import { ColorRepresentation } from "../math/Color.js";
2
+ import { Light } from "./Light.js";
3
+
4
+ /**
5
+ * This light globally illuminates all objects in the scene equally.
6
+ * @remarks This light cannot be used to cast shadows as it does not have a direction.
7
+ * @example
8
+ * ```typescript
9
+ * const light = new THREE.AmbientLight(0x404040); // soft white light
10
+ * scene.add(light);
11
+ * ```
12
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/AmbientLight | Official Documentation}
13
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/AmbientLight.js | Source}
14
+ */
15
+ export class AmbientLight extends Light<undefined> {
16
+ /**
17
+ * Creates a new {@link AmbientLight}.
18
+ * @param color Numeric value of the RGB component of the color. Default `0xffffff`
19
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`
20
+ */
21
+ constructor(color?: ColorRepresentation, intensity?: number);
22
+
23
+ /**
24
+ * Read-only flag to check if a given object is of type {@link AmbientLight}.
25
+ * @remarks This is a _constant_ value
26
+ * @defaultValue `true`
27
+ */
28
+ readonly isAmbientLight: true;
29
+
30
+ /**
31
+ * A Read-only _string_ to check if `this` object type.
32
+ * @remarks Sub-classes will update this value.
33
+ * @defaultValue `AmbientLight`
34
+ */
35
+ override readonly type: string | "AmbientLight";
36
+ }
@@ -0,0 +1,103 @@
1
+ import { Object3D } from "../core/Object3D.js";
2
+ import { ColorRepresentation } from "../math/Color.js";
3
+ import { Vector3 } from "../math/Vector3.js";
4
+ import { DirectionalLightShadow } from "./DirectionalLightShadow.js";
5
+ import { Light } from "./Light.js";
6
+
7
+ /**
8
+ * A light that gets emitted in a specific direction
9
+ * @remarks
10
+ * This light will behave as though it is infinitely far away and the rays produced from it are all parallel
11
+ * The common use case for this is to simulate daylight; the sun is far enough away that its position can be considered to be infinite, and all light rays coming from it are parallel.
12
+ * A common point of confusion for directional lights is that setting the rotation has no effect
13
+ * @remarks
14
+ * This is because three.js's {@link DirectionalLight} is the equivalent to what is often called a 'Target Direct Light' in other applications.
15
+ * This means that its direction is calculated as pointing from the light's {@link THREE.Object3D.position | position} to the {@link THREE.DirectionalLight.target | target}'s
16
+ * position (as opposed to a 'Free Direct Light' that just has a rotation component).
17
+ * See the {@link THREE.DirectionalLight.target | target} property below for details on updating the target.
18
+ * @example
19
+ * ```typescript
20
+ * // White directional light at half intensity shining from the top.
21
+ * const {@link DirectionalLight} = new THREE.DirectionalLight(0xffffff, 0.5);
22
+ * scene.add(directionalLight);
23
+ * ```
24
+ * @see Example: {@link https://threejs.org/examples/#misc_controls_fly | controls / fly }
25
+ * @see Example: {@link https://threejs.org/examples/#webgl_effects_parallaxbarrier | effects / parallaxbarrier }
26
+ * @see Example: {@link https://threejs.org/examples/#webgl_effects_stereo | effects / stereo }
27
+ * @see Example: {@link https://threejs.org/examples/#webgl_geometry_extrude_splines | geometry / extrude / splines }
28
+ * @see Example: {@link https://threejs.org/examples/#webgl_materials_bumpmap | materials / bumpmap }
29
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/DirectionalLight | Official Documentation}
30
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/DirectionalLight.js | Source}
31
+ */
32
+ export class DirectionalLight extends Light<DirectionalLightShadow> {
33
+ /**
34
+ * Creates a new {@link DirectionalLight}.
35
+ * @param color Hexadecimal color of the light. Default `0xffffff` _(white)_.
36
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`
37
+ */
38
+ constructor(color?: ColorRepresentation, intensity?: number);
39
+
40
+ /**
41
+ * Read-only flag to check if a given object is of type {@link DirectionalLight}.
42
+ * @remarks This is a _constant_ value
43
+ * @defaultValue `true`
44
+ */
45
+ readonly isDirectionalLight: true;
46
+
47
+ /**
48
+ * A Read-only _string_ to check if `this` object type.
49
+ * @remarks Sub-classes will update this value.
50
+ * @defaultValue `DirectionalLight`
51
+ */
52
+ override readonly type: string | "DirectionalLight";
53
+
54
+ /**
55
+ * Whether the object gets rendered into shadow map.
56
+ * @remarks
57
+ * If set to `true` light will cast dynamic shadows.
58
+ * **Warning**: This is expensive and requires tweaking to get shadows looking right.
59
+ * @see {@link THREE.DirectionalLightShadow | DirectionalLightShadow} for details.
60
+ * @defaultValue `false`
61
+ */
62
+ override castShadow: boolean;
63
+
64
+ /**
65
+ * This is set equal to {@link THREE.Object3D.DEFAULT_UP}, so that the light shines from the top down.
66
+ * @defaultValue {@link Object3D.DEFAULT_UP} _(0, 1, 0)_
67
+ */
68
+ override readonly position: Vector3;
69
+
70
+ /**
71
+ * A {@link THREE.DirectionalLightShadow | DirectionalLightShadow} used to calculate shadows for this light.
72
+ * @defaultValue `new THREE.DirectionalLightShadow()`
73
+ */
74
+ shadow: DirectionalLightShadow;
75
+
76
+ /**
77
+ * The {@link DirectionalLight} points from its {@link DirectionalLight.position | position} to target.position.
78
+ * @remarks **Note**: For the target's position to be changed to anything other than the default,
79
+ * it must be added to the {@link THREE.Scene | scene} using
80
+ * ```typescript
81
+ * Scene.add( light.target );
82
+ * ```
83
+ * This is so that the target's {@link THREE.Object3D.matrixWorld | matrixWorld} gets automatically updated each frame.
84
+ *
85
+ * It is also possible to set the target to be another object in the scene (anything with a {@link THREE.Object3D.position | position} property),
86
+ * like so:
87
+ * ```typescript
88
+ * const targetObject = new THREE.Object3D();
89
+ * scene.add(targetObject);
90
+ * light.target = targetObject;
91
+ * ```
92
+ * The {@link DirectionalLight} will now track the target object.
93
+ * @defaultValue `new THREE.Object3D()` at _(0, 0, 0)_
94
+ */
95
+ target: Object3D;
96
+
97
+ /**
98
+ * Frees the GPU-related resources allocated by this instance
99
+ * @remarks
100
+ * Call this method whenever this instance is no longer used in your app.
101
+ */
102
+ dispose(): void;
103
+ }
@@ -0,0 +1,73 @@
1
+ import { OrthographicCamera } from "../cameras/OrthographicCamera.js";
2
+ import { LightShadow } from "./LightShadow.js";
3
+
4
+ /**
5
+ * This is used internally by {@link DirectionalLight | DirectionalLights} for calculating shadows.
6
+ * Unlike the other shadow classes, this uses an {@link THREE.OrthographicCamera | OrthographicCamera} to calculate the shadows,
7
+ * rather than a {@link THREE.PerspectiveCamera | PerspectiveCamera}
8
+ * @remarks
9
+ * This is because light rays from a {@link THREE.DirectionalLight | DirectionalLight} are parallel.
10
+ * @example
11
+ * ```typescript
12
+ * //Create a WebGLRenderer and turn on shadows in the renderer
13
+ * const renderer = new THREE.WebGLRenderer();
14
+ * renderer.shadowMap.enabled = true;
15
+ * renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
16
+ * //Create a DirectionalLight and turn on shadows for the light
17
+ * const light = new THREE.DirectionalLight(0xffffff, 1);
18
+ * light.position.set(0, 1, 0); //default; light shining from top
19
+ * light.castShadow = true; // default false
20
+ * scene.add(light);
21
+ * //Set up shadow properties for the light
22
+ * light.shadow.mapSize.width = 512; // default
23
+ * light.shadow.mapSize.height = 512; // default
24
+ * light.shadow.camera.near = 0.5; // default
25
+ * light.shadow.camera.far = 500; // default
26
+ * //Create a sphere that cast shadows (but does not receive them)
27
+ * const sphereGeometry = new THREE.SphereGeometry(5, 32, 32);
28
+ * const sphereMaterial = new THREE.MeshStandardMaterial({
29
+ * color: 0xff0000
30
+ * });
31
+ * const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
32
+ * sphere.castShadow = true; //default is false
33
+ * sphere.receiveShadow = false; //default
34
+ * scene.add(sphere);
35
+ * //Create a plane that receives shadows (but does not cast them)
36
+ * const planeGeometry = new THREE.PlaneGeometry(20, 20, 32, 32);
37
+ * const planeMaterial = new THREE.MeshStandardMaterial({
38
+ * color: 0x00ff00
39
+ * })
40
+ * const plane = new THREE.Mesh(planeGeometry, planeMaterial);
41
+ * plane.receiveShadow = true;
42
+ * scene.add(plane);
43
+ * //Create a helper for the shadow camera (optional)
44
+ * const helper = new THREE.CameraHelper(light.shadow.camera);
45
+ * scene.add(helper);
46
+ * ```
47
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/shadows/DirectionalLightShadow | Official Documentation}
48
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/DirectionalLightShadow.js | Source}
49
+ */
50
+ export class DirectionalLightShadow extends LightShadow<OrthographicCamera> {
51
+ /**
52
+ * Create a new instance of {@link DirectionalLightShadow}
53
+ */
54
+ constructor();
55
+
56
+ /**
57
+ * Read-only flag to check if a given object is of type {@link DirectionalLightShadow}.
58
+ * @remarks This is a _constant_ value
59
+ * @defaultValue `true`
60
+ */
61
+ readonly isDirectionalLightShadow: true;
62
+
63
+ /**
64
+ * The light's view of the world.
65
+ * @remarks This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.
66
+ * @defaultValue is an {@link THREE.OrthographicCamera | OrthographicCamera} with
67
+ * {@link OrthographicCamera.left | left} and {@link OrthographicCamera.bottom | bottom} set to -5,
68
+ * {@link OrthographicCamera.right | right} and {@link OrthographicCamera.top | top} set to 5,
69
+ * the {@link OrthographicCamera.near | near} clipping plane at 0.5 and
70
+ * the {@link OrthographicCamera.far | far} clipping plane at 500.
71
+ */
72
+ camera: OrthographicCamera;
73
+ }
@@ -0,0 +1,61 @@
1
+ import { Color, ColorRepresentation } from "../math/Color.js";
2
+ import { Vector3 } from "../math/Vector3.js";
3
+ import { Light } from "./Light.js";
4
+
5
+ /**
6
+ * A light source positioned directly above the scene, with color fading from the sky color to the ground color.
7
+ * @remarks This light cannot be used to cast shadows.
8
+ * @example
9
+ * ```typescript
10
+ * const light = new THREE.HemisphereLight(0xffffbb, 0x080820, 1);
11
+ * scene.add(light);
12
+ * ```
13
+ * @see Example: {@link https://threejs.org/examples/#webgl_animation_skinning_blending | animation / skinning / blending }
14
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_hemisphere | lights / hemisphere }
15
+ * @see Example: {@link https://threejs.org/examples/#misc_controls_pointerlock | controls / pointerlock }
16
+ * @see Example: {@link https://threejs.org/examples/#webgl_loader_collada_kinematics | loader / collada / kinematics }
17
+ * @see Example: {@link https://threejs.org/examples/#webgl_loader_stl | loader / stl }
18
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/HemisphereLight | Official Documentation}
19
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/HemisphereLight.js | Source}
20
+ */
21
+ export class HemisphereLight extends Light<undefined> {
22
+ /**
23
+ * Creates a new {@link HemisphereLight}.
24
+ * @param skyColor Hexadecimal color of the sky. Expects a `Integer`. Default `0xffffff` _(white)_.
25
+ * @param groundColor Hexadecimal color of the ground. Expects a `Integer`. Default `0xffffff` _(white)_.
26
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`.
27
+ */
28
+ constructor(skyColor?: ColorRepresentation, groundColor?: ColorRepresentation, intensity?: number);
29
+
30
+ /**
31
+ * Read-only flag to check if a given object is of type {@link HemisphereLight}.
32
+ * @remarks This is a _constant_ value
33
+ * @defaultValue `true`
34
+ */
35
+ readonly isHemisphereLight: true;
36
+
37
+ /**
38
+ * A Read-only _string_ to check if `this` object type.
39
+ * @remarks Sub-classes will update this value.
40
+ * @defaultValue `HemisphereLight`
41
+ */
42
+ override readonly type: string | "HemisphereLight";
43
+
44
+ /**
45
+ * This is set equal to {@link THREE.Object3D.DEFAULT_UP}, so that the light shines from the top down.
46
+ * @defaultValue {@link Object3D.DEFAULT_UP} _(0, 1, 0)_
47
+ */
48
+ override readonly position: Vector3;
49
+
50
+ /**
51
+ * The light's sky color, as passed in the constructor.
52
+ * @defaultValue `new THREE.Color()` set to white _(0xffffff)_.
53
+ */
54
+ override color: Color;
55
+
56
+ /**
57
+ * The light's ground color, as passed in the constructor.
58
+ * @defaultValue `new THREE.Color()` set to white _(0xffffff)_.
59
+ */
60
+ groundColor: Color;
61
+ }
@@ -0,0 +1,82 @@
1
+ import { JSONMeta, Object3D, Object3DJSON } from "../core/Object3D.js";
2
+ import { Color, ColorRepresentation } from "../math/Color.js";
3
+ import { LightShadow, LightShadowJSON } from "./LightShadow.js";
4
+
5
+ export interface LightJSON extends Object3DJSON {
6
+ color: number;
7
+ intensity: number;
8
+
9
+ groundColor?: number;
10
+
11
+ distance?: number;
12
+ angle?: number;
13
+ decay?: number;
14
+ penumbra?: number;
15
+
16
+ shadow?: LightShadowJSON;
17
+ target?: string;
18
+ }
19
+
20
+ /**
21
+ * Abstract base class for lights.
22
+ * @remarks All other light types inherit the properties and methods described here.
23
+ */
24
+ export abstract class Light<TShadowSupport extends LightShadow | undefined = LightShadow | undefined> extends Object3D {
25
+ /**
26
+ * Creates a new {@link Light}
27
+ * @remarks
28
+ * **Note** that this is not intended to be called directly (use one of derived classes instead).
29
+ * @param color Hexadecimal color of the light. Default `0xffffff` _(white)_.
30
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`.
31
+ */
32
+ constructor(color?: ColorRepresentation, intensity?: number);
33
+
34
+ /**
35
+ * Read-only flag to check if a given object is of type {@link HemisphereLight}.
36
+ * @remarks This is a _constant_ value
37
+ * @defaultValue `true`
38
+ */
39
+ readonly isLight: true;
40
+
41
+ /**
42
+ * A Read-only _string_ to check if `this` object type.
43
+ * @remarks Sub-classes will update this value.
44
+ * @defaultValue `Light`
45
+ */
46
+ override readonly type: string | "Light";
47
+
48
+ /**
49
+ * Color of the light. \
50
+ * @defaultValue `new THREE.Color(0xffffff)` _(white)_.
51
+ */
52
+ color: Color;
53
+
54
+ /**
55
+ * The light's intensity, or strength.
56
+ * The units of intensity depend on the type of light.
57
+ * @defaultValue `1`
58
+ */
59
+ intensity: number;
60
+
61
+ /**
62
+ * A {@link THREE.LightShadow | LightShadow} used to calculate shadows for this light.
63
+ * @remarks Available only on Light's that support shadows.
64
+ */
65
+ shadow: TShadowSupport;
66
+
67
+ /**
68
+ * Copies value of all the properties from the {@link Light | source} to this instance.
69
+ * @param source
70
+ * @param recursive
71
+ */
72
+ copy(source: this, recursive?: boolean): this;
73
+
74
+ /**
75
+ * Frees the GPU-related resources allocated by this instance
76
+ * @remarks
77
+ * Call this method whenever this instance is no longer used in your app.
78
+ */
79
+ dispose(): void;
80
+
81
+ toJSON(meta?: JSONMeta): LightJSON;
82
+ }
@@ -0,0 +1,47 @@
1
+ import { SphericalHarmonics3 } from "../math/SphericalHarmonics3.js";
2
+ import { Light } from "./Light.js";
3
+
4
+ /**
5
+ * Light probes are an alternative way of adding light to a 3D scene.
6
+ * @remarks
7
+ * Unlike classical light sources (e.g
8
+ * directional, point or spot lights), light probes do not emit light
9
+ * Instead they store information about light passing through 3D space
10
+ * During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
11
+ * Light probes are usually created from (radiance) environment maps
12
+ * The class {@link THREE.LightProbeGenerator | LightProbeGenerator} can be used to create light probes from
13
+ * instances of {@link THREE.CubeTexture | CubeTexture} or {@link THREE.WebGLCubeRenderTarget | WebGLCubeRenderTarget}
14
+ * However, light estimation data could also be provided in other forms e.g
15
+ * by WebXR
16
+ * This enables the rendering of augmented reality content that reacts to real world lighting.
17
+ * The current probe implementation in three.js supports so-called diffuse light probes
18
+ * This type of light probe is functionally equivalent to an irradiance environment map.
19
+ * @see Example: {@link https://threejs.org/examples/#webgl_lightprobe | WebGL / light probe }
20
+ * @see Example: {@link https://threejs.org/examples/#webgl_lightprobe_cubecamera | WebGL / light probe / cube camera }
21
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/LightProbe | Official Documentation}
22
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/LightProbe.js | Source}
23
+ */
24
+ export class LightProbe extends Light {
25
+ /**
26
+ * Creates a new LightProbe.
27
+ * @param sh An instance of {@link THREE.SphericalHarmonics3 | SphericalHarmonics3}. Default `new THREE.SphericalHarmonics3()``.
28
+ * @param intensity Numeric value of the light probe's intensity. Expects a `Float`. Default `1`.
29
+ */
30
+ constructor(sh?: SphericalHarmonics3, intensity?: number);
31
+
32
+ /**
33
+ * Read-only flag to check if a given object is of type {@link DirectionalLight}.
34
+ * @remarks This is a _constant_ value
35
+ * @defaultValue `true`
36
+ */
37
+ readonly isLightProbe: true;
38
+
39
+ /**
40
+ * A light probe uses spherical harmonics to encode lighting information.
41
+ * @defaultValue `new THREE.SphericalHarmonics3()`
42
+ */
43
+ sh: SphericalHarmonics3;
44
+
45
+ /** @internal */
46
+ fromJSON(json: {}): LightProbe;
47
+ }
@@ -0,0 +1,169 @@
1
+ import { Camera } from "../cameras/Camera.js";
2
+ import { Object3DJSONObject } from "../core/Object3D.js";
3
+ import { Frustum } from "../math/Frustum.js";
4
+ import { Matrix4 } from "../math/Matrix4.js";
5
+ import { Vector2, Vector2Tuple } from "../math/Vector2.js";
6
+ import { Vector4 } from "../math/Vector4.js";
7
+ import { WebGLRenderTarget } from "../renderers/WebGLRenderTarget.js";
8
+ import { Light } from "./Light.js";
9
+
10
+ export interface LightShadowJSON {
11
+ intensity?: number;
12
+ bias?: number;
13
+ normalBias?: number;
14
+ radius?: number;
15
+ mapSize?: Vector2Tuple;
16
+
17
+ camera: Omit<Object3DJSONObject, "matrix">;
18
+ }
19
+
20
+ /**
21
+ * Serves as a base class for the other shadow classes.
22
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/shadows/LightShadow | Official Documentation}
23
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/LightShadow.js | Source}
24
+ */
25
+ export class LightShadow<TCamera extends Camera = Camera> {
26
+ /**
27
+ * Create a new instance of {@link LightShadow}
28
+ * @param camera The light's view of the world.
29
+ */
30
+ constructor(camera: TCamera);
31
+
32
+ /**
33
+ * The light's view of the world.
34
+ * @remark This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.
35
+ */
36
+ camera: TCamera;
37
+
38
+ /**
39
+ * The intensity of the shadow. The default is `1`. Valid values are in the range `[0, 1]`.
40
+ */
41
+ intensity: number;
42
+
43
+ /**
44
+ * Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
45
+ * @remark The Very tiny adjustments here (in the order of 0.0001) may help reduce artifacts in shadows.
46
+ * @remarks Expects a `Float`
47
+ * @defaultValue `0`
48
+ */
49
+ bias: number;
50
+
51
+ /**
52
+ * Defines how much the position used to query the shadow map is offset along the object normal.
53
+ * @remark The Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle.
54
+ * @remark The cost is that shadows may appear distorted.
55
+ * @remarks Expects a `Float`
56
+ * @defaultValue `0`
57
+ */
58
+ normalBias: number;
59
+
60
+ /**
61
+ * Setting this to values greater than 1 will blur the edges of the shadow.toi
62
+ * @remark High values will cause unwanted banding effects in the shadows - a greater {@link LightShadow.mapSize | mapSize
63
+ * will allow for a higher value to be used here before these effects become visible.
64
+ * @remark If {@link THREE.WebGLRenderer.shadowMap.type | WebGLRenderer.shadowMap.type} is set to {@link Renderer | PCFSoftShadowMap},
65
+ * radius has no effect and it is recommended to increase softness by decreasing {@link LightShadow.mapSize | mapSize} instead.
66
+ * @remark Note that this has no effect if the {@link THREE.WebGLRenderer.shadowMap | WebGLRenderer.shadowMap}.{@link THREE.WebGLShadowMap.type | type}
67
+ * is set to {@link THREE.BasicShadowMap | BasicShadowMap}.
68
+ * @remarks Expects a `Float`
69
+ * @defaultValue `1`
70
+ */
71
+ radius: number;
72
+
73
+ /**
74
+ * The amount of samples to use when blurring a VSM shadow map.
75
+ * @remarks Expects a `Integer`
76
+ * @defaultValue `8`
77
+ */
78
+ blurSamples: number;
79
+
80
+ /**
81
+ * A {@link THREE.Vector2 | Vector2} defining the width and height of the shadow map.
82
+ * @remarks Higher values give better quality shadows at the cost of computation time.
83
+ * @remarks Values must be powers of 2, up to the {@link THREE.WebGLRenderer.capabilities | WebGLRenderer.capabilities}.maxTextureSize for a given device,
84
+ * although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
85
+ * @defaultValue `new THREE.Vector2(512, 512)`
86
+ */
87
+ mapSize: Vector2;
88
+
89
+ /**
90
+ * The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
91
+ * @defaultValue null
92
+ */
93
+ map: WebGLRenderTarget | null;
94
+
95
+ /**
96
+ * The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
97
+ * @defaultValue null
98
+ */
99
+ mapPass: WebGLRenderTarget | null;
100
+
101
+ /**
102
+ * Model to shadow camera space, to compute location and depth in shadow map.
103
+ * Stored in a {@link Matrix4 | Matrix4}.
104
+ * @remarks This is computed internally during rendering.
105
+ * @defaultValue new THREE.Matrix4()
106
+ */
107
+ matrix: Matrix4;
108
+
109
+ /**
110
+ * Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to `false`.
111
+ * @defaultValue `true`
112
+ */
113
+ autoUpdate: boolean;
114
+
115
+ /**
116
+ * When set to `true`, shadow maps will be updated in the next `render` call.
117
+ * If you have set {@link autoUpdate} to `false`, you will need to set this property to `true` and then make a render call to update the light's shadow.
118
+ * @defaultValue `false`
119
+ */
120
+ needsUpdate: boolean;
121
+
122
+ /**
123
+ * Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
124
+ */
125
+ getViewportCount(): number;
126
+
127
+ /**
128
+ * Copies value of all the properties from the {@link {@link LightShadow} | source} to this Light.
129
+ * @param source
130
+ */
131
+ copy(source: LightShadow): this;
132
+
133
+ /**
134
+ * Creates a new {@link LightShadow} with the same properties as this one.
135
+ */
136
+ clone(recursive?: boolean): this;
137
+
138
+ /**
139
+ * Serialize this LightShadow.
140
+ */
141
+ toJSON(): LightShadowJSON;
142
+
143
+ /**
144
+ * Gets the shadow cameras frustum
145
+ * @remarks
146
+ * Used internally by the renderer to cull objects.
147
+ */
148
+ getFrustum(): Frustum;
149
+
150
+ /**
151
+ * Update the matrices for the camera and shadow, used internally by the renderer.
152
+ * @param light The light for which the shadow is being rendered.
153
+ */
154
+ updateMatrices(light: Light): void;
155
+
156
+ getViewport(viewportIndex: number): Vector4;
157
+
158
+ /**
159
+ * Used internally by the renderer to extend the shadow map to contain all viewports
160
+ */
161
+ getFrameExtents(): Vector2;
162
+
163
+ /**
164
+ * Frees the GPU-related resources allocated by this instance
165
+ * @remarks
166
+ * Call this method whenever this instance is no longer used in your app.
167
+ */
168
+ dispose(): void;
169
+ }