@pixiv/three-vrm 3.0.0-beta.0 → 3.0.0-beta.2

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pixiv/three-vrm",
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- "version": "3.0.0-beta.0",
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+ "version": "3.0.0-beta.2",
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  "description": "VRM file loader for three.js.",
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  "license": "MIT",
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  "author": "pixiv",
@@ -18,6 +18,11 @@
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  "import": "./lib/three-vrm.module.js",
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  "require": "./lib/three-vrm.cjs"
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  },
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+ "./nodes": {
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+ "types": "./types/nodes/index.d.ts",
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+ "import": "./lib/nodes/index.module.js",
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+ "require": "./lib/nodes/index.cjs"
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+ },
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  "./package.json": "./package.json"
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  },
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  "repository": {
@@ -51,20 +56,19 @@
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  ]
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  },
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  "dependencies": {
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- "@pixiv/three-vrm-core": "3.0.0-beta.0",
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- "@pixiv/three-vrm-materials-hdr-emissive-multiplier": "3.0.0-beta.0",
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- "@pixiv/three-vrm-materials-mtoon": "3.0.0-beta.0",
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- "@pixiv/three-vrm-materials-v0compat": "3.0.0-beta.0",
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- "@pixiv/three-vrm-node-constraint": "3.0.0-beta.0",
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- "@pixiv/three-vrm-springbone": "3.0.0-beta.0"
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+ "@pixiv/three-vrm-core": "3.0.0-beta.2",
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+ "@pixiv/three-vrm-materials-hdr-emissive-multiplier": "3.0.0-beta.2",
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+ "@pixiv/three-vrm-materials-mtoon": "3.0.0-beta.2",
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+ "@pixiv/three-vrm-materials-v0compat": "3.0.0-beta.2",
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+ "@pixiv/three-vrm-node-constraint": "3.0.0-beta.2",
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+ "@pixiv/three-vrm-springbone": "3.0.0-beta.2"
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  },
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  "devDependencies": {
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- "@types/three": "^0.164.0",
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- "three": "^0.164.1"
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+ "@types/three": "^0.167.0",
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+ "three": "^0.167.0"
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  },
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  "peerDependencies": {
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- "@types/three": "^0.164.0",
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- "three": "^0.164.1"
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+ "three": ">=0.137"
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  },
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- "gitHead": "a8ac23ec2e534dcae60de7cce71542a03537fcea"
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+ "gitHead": "8c9ced75c3a3766375882290026ce67482e30931"
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  }
@@ -1,8 +1,12 @@
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  import * as THREE from 'three';
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  /**
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- * Traverse given object and remove unnecessarily bound joints from every `THREE.SkinnedMesh`.
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- * Some environments like mobile devices have a lower limit of bones and might be unable to perform mesh skinning, this function might resolve such an issue.
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- * Also this function might greatly improve the performance of mesh skinning.
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+ * Traverse the given object and remove unnecessarily bound joints from every `THREE.SkinnedMesh`.
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+ *
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+ * Some environments like mobile devices have a lower limit of bones
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+ * and might be unable to perform mesh skinning with many bones.
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+ * This function might resolve such an issue.
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+ *
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+ * Also, this function might significantly improve the performance of mesh skinning.
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  *
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  * @param root Root object that will be traversed
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  */
@@ -10,9 +14,11 @@ export declare function removeUnnecessaryJoints(root: THREE.Object3D, options?:
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  /**
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  * If `true`, this function will compensate skeletons with dummy bones to keep the bone count same between skeletons.
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  *
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- * This option might be effective for the shader compilation performance that matters to the initial rendering time,
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+ * This option might be effective for the shader compilation performance that matters to the initial rendering time in WebGPURenderer,
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  * especially when the model loaded has many materials and the dependent bone count is different between them.
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  *
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+ * Consider this parameter as experimental. We might modify or delete this API without notice in the future.
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+ *
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  * `false` by default.
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  */
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  experimentalSameBoneCounts?: boolean;
@@ -0,0 +1 @@
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+ export * from '@pixiv/three-vrm-materials-mtoon/nodes';