@types/three 0.146.0 → 0.147.1

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Files changed (49) hide show
  1. three/README.md +1 -1
  2. three/examples/jsm/animation/CCDIKSolver.d.ts +7 -3
  3. three/examples/jsm/controls/OrbitControls.d.ts +198 -2
  4. three/examples/jsm/interactive/SelectionHelper.d.ts +1 -0
  5. three/examples/jsm/loaders/PLYLoader.d.ts +2 -0
  6. three/examples/jsm/nodes/Nodes.d.ts +2 -0
  7. three/examples/jsm/nodes/core/NodeBuilder.d.ts +4 -0
  8. three/examples/jsm/nodes/display/ViewportNode.d.ts +23 -0
  9. three/examples/jsm/nodes/shadernode/ShaderNodeBaseElements.d.ts +2 -2
  10. three/examples/jsm/nodes/shadernode/ShaderNodeElements.d.ts +8 -0
  11. three/examples/jsm/objects/ShadowMesh.d.ts +6 -3
  12. three/examples/jsm/postprocessing/AdaptiveToneMappingPass.d.ts +2 -2
  13. three/examples/jsm/postprocessing/AfterimagePass.d.ts +3 -3
  14. three/examples/jsm/postprocessing/BloomPass.d.ts +2 -2
  15. three/examples/jsm/postprocessing/BokehPass.d.ts +2 -2
  16. three/examples/jsm/postprocessing/ClearPass.d.ts +1 -1
  17. three/examples/jsm/postprocessing/CubeTexturePass.d.ts +1 -1
  18. three/examples/jsm/postprocessing/DotScreenPass.d.ts +2 -2
  19. three/examples/jsm/postprocessing/EffectComposer.d.ts +1 -1
  20. three/examples/jsm/postprocessing/FilmPass.d.ts +2 -2
  21. three/examples/jsm/postprocessing/GlitchPass.d.ts +2 -2
  22. three/examples/jsm/postprocessing/HalftonePass.d.ts +2 -2
  23. three/examples/jsm/postprocessing/MaskPass.d.ts +1 -1
  24. three/examples/jsm/postprocessing/OutlinePass.d.ts +2 -2
  25. three/examples/jsm/postprocessing/RenderPass.d.ts +1 -1
  26. three/examples/jsm/postprocessing/RenderPixelatedPass.d.ts +28 -0
  27. three/examples/jsm/postprocessing/SAOPass.d.ts +2 -2
  28. three/examples/jsm/postprocessing/SMAAPass.d.ts +2 -2
  29. three/examples/jsm/postprocessing/SSAARenderPass.d.ts +2 -2
  30. three/examples/jsm/postprocessing/SSAOPass.d.ts +2 -2
  31. three/examples/jsm/postprocessing/SavePass.d.ts +2 -2
  32. three/examples/jsm/postprocessing/ShaderPass.d.ts +2 -2
  33. three/examples/jsm/postprocessing/TexturePass.d.ts +2 -2
  34. three/examples/jsm/postprocessing/UnrealBloomPass.d.ts +2 -2
  35. three/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.d.ts +3 -2
  36. three/examples/jsm/utils/BufferGeometryUtils.d.ts +10 -0
  37. three/examples/jsm/webxr/OculusHandPointerModel.d.ts +2 -2
  38. three/index.d.ts +1 -1
  39. three/package.json +3 -3
  40. three/src/lights/PointLight.d.ts +1 -1
  41. three/src/lights/SpotLight.d.ts +7 -1
  42. three/src/loaders/ObjectLoader.d.ts +5 -5
  43. three/src/math/Matrix3.d.ts +46 -0
  44. three/src/objects/LOD.d.ts +22 -2
  45. three/src/renderers/webxr/WebXRController.d.ts +6 -1
  46. three/src/renderers/webxr/WebXRManager.d.ts +8 -0
  47. three/src/scenes/Scene.d.ts +14 -0
  48. three/src/textures/Texture.d.ts +5 -1
  49. three/examples/jsm/shaders/PixelShader.d.ts +0 -11
three/README.md CHANGED
@@ -8,7 +8,7 @@ This package contains type definitions for three (https://threejs.org/).
8
8
  Files were exported from https://github.com/DefinitelyTyped/DefinitelyTyped/tree/master/types/three.
9
9
 
10
10
  ### Additional Details
11
- * Last updated: Mon, 07 Nov 2022 20:26:35 GMT
11
+ * Last updated: Fri, 30 Dec 2022 23:03:50 GMT
12
12
  * Dependencies: [@types/webxr](https://npmjs.com/package/@types/webxr)
13
13
  * Global values: `THREE`
14
14
 
@@ -1,13 +1,17 @@
1
- import { Object3D, SkinnedMesh } from '../../../src/Three';
1
+ import { Object3D, SkinnedMesh, Vector3 } from '../../../src/Three';
2
2
 
3
3
  // tslint:disable-next-line:interface-name
4
4
  export interface IKS {
5
5
  effector: number;
6
6
  iteration: number;
7
- links: {
7
+ links: Array<{
8
8
  enabled: boolean;
9
9
  index: number;
10
- };
10
+ limitation?: Vector3;
11
+ rotationMin?: Vector3;
12
+ rotationMax?: Vector3;
13
+ }>;
14
+ minAngle: number;
11
15
  maxAngle: number;
12
16
  target: number;
13
17
  }
@@ -1,69 +1,265 @@
1
1
  import { Camera, MOUSE, TOUCH, Vector3 } from '../../../src/Three';
2
2
 
3
+ /**
4
+ * Orbit controls allow the camera to orbit around a target.
5
+ * @param object - The camera to be controlled. The camera must not
6
+ * be a child of another object, unless that object is the scene itself.
7
+ * @param domElement - The HTML element used for
8
+ * event listeners.
9
+ */
3
10
  export class OrbitControls {
4
11
  constructor(object: Camera, domElement?: HTMLElement);
5
12
 
13
+ /**
14
+ * The camera being controlled.
15
+ */
6
16
  object: Camera;
17
+
18
+ /**
19
+ * The HTMLElement used to listen for mouse / touch events.
20
+ * This must be passed in the constructor;
21
+ * changing it here will not set up new event listeners.
22
+ */
7
23
  domElement: HTMLElement | Document;
8
24
 
9
- // API
25
+ /**
26
+ * When set to `false`, the controls will not respond to user input.
27
+ * @default true
28
+ */
10
29
  enabled: boolean;
30
+
31
+ /**
32
+ * The focus point of the controls, the .object orbits around this.
33
+ * It can be updated manually at any point to change the focus
34
+ * of the controls.
35
+ */
11
36
  target: Vector3;
12
37
 
13
- // deprecated
38
+ /** @deprecated */
14
39
  center: Vector3;
15
40
 
41
+ /**
42
+ * How far you can dolly in ( PerspectiveCamera only ).
43
+ * @default 0
44
+ */
16
45
  minDistance: number;
46
+
47
+ /**
48
+ * How far you can dolly out ( PerspectiveCamera only ).
49
+ * @default Infinity
50
+ */
17
51
  maxDistance: number;
18
52
 
53
+ /**
54
+ * How far you can zoom in ( OrthographicCamera only ).
55
+ * @default 0
56
+ */
19
57
  minZoom: number;
58
+
59
+ /**
60
+ * How far you can zoom out ( OrthographicCamera only ).
61
+ * @default Infinity
62
+ */
20
63
  maxZoom: number;
21
64
 
65
+ /**
66
+ * How far you can orbit vertically, lower limit.
67
+ * Range is 0 to Math.PI radians.
68
+ * @default 0
69
+ */
22
70
  minPolarAngle: number;
71
+
72
+ /**
73
+ * How far you can orbit vertically, upper limit.
74
+ * Range is 0 to Math.PI radians.
75
+ * @default Math.PI.
76
+ */
23
77
  maxPolarAngle: number;
24
78
 
79
+ /**
80
+ * How far you can orbit horizontally, lower limit.
81
+ * If set, the interval [ min, max ]
82
+ * must be a sub-interval of [ - 2 PI, 2 PI ],
83
+ * with ( max - min < 2 PI ).
84
+ * @default Infinity
85
+ */
25
86
  minAzimuthAngle: number;
87
+
88
+ /**
89
+ * How far you can orbit horizontally, upper limit.
90
+ * If set, the interval [ min, max ] must be a sub-interval
91
+ * of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ).
92
+ * @default Infinity
93
+ */
26
94
  maxAzimuthAngle: number;
27
95
 
96
+ /**
97
+ * Set to true to enable damping (inertia), which can
98
+ * be used to give a sense of weight to the controls.
99
+ * Note that if this is enabled, you must call
100
+ * .update () in your animation loop.
101
+ * @default false
102
+ */
28
103
  enableDamping: boolean;
104
+
105
+ /**
106
+ * The damping inertia used if .enableDamping is set to true.
107
+ * Note that for this to work,
108
+ * you must call .update () in your animation loop.
109
+ * @default 0.05
110
+ */
29
111
  dampingFactor: number;
30
112
 
113
+ /**
114
+ * Enable or disable zooming (dollying) of the camera.
115
+ * @default true
116
+ */
31
117
  enableZoom: boolean;
118
+
119
+ /**
120
+ * Speed of zooming / dollying.
121
+ * @default 1
122
+ */
32
123
  zoomSpeed: number;
33
124
 
125
+ /**
126
+ * Enable or disable horizontal and
127
+ * vertical rotation of the camera.
128
+ * Note that it is possible to disable a single axis
129
+ * by setting the min and max of the polar angle or
130
+ * azimuth angle to the same value, which will cause
131
+ * the vertical or horizontal rotation to be fixed at that value.
132
+ * @default true
133
+ */
34
134
  enableRotate: boolean;
135
+
136
+ /**
137
+ * Speed of rotation.
138
+ * @default 1
139
+ */
35
140
  rotateSpeed: number;
36
141
 
142
+ /**
143
+ * Enable or disable camera panning.
144
+ * @default true
145
+ */
37
146
  enablePan: boolean;
147
+
148
+ /**
149
+ * Speed of panning.
150
+ * @default 1
151
+ */
38
152
  panSpeed: number;
153
+
154
+ /**
155
+ * Defines how the camera's position is translated when panning.
156
+ * If true, the camera pans in screen space. Otherwise,
157
+ * the camera pans in the plane orthogonal to the camera's
158
+ * up direction. Default is true for OrbitControls; false for MapControls.
159
+ * @default true
160
+ */
39
161
  screenSpacePanning: boolean;
162
+
163
+ /**
164
+ * How fast to pan the camera when the keyboard is used.
165
+ * Default is 7.0 pixels per keypress.
166
+ * @default 7
167
+ */
40
168
  keyPanSpeed: number;
41
169
 
170
+ /**
171
+ * Set to true to automatically rotate around the target.
172
+ * Note that if this is enabled, you must call
173
+ * .update () in your animation loop.
174
+ */
42
175
  autoRotate: boolean;
176
+
177
+ /**
178
+ * How fast to rotate around the target if .autoRotate is true.
179
+ * Default is 2.0, which equates to 30 seconds per orbit at 60fps.
180
+ * Note that if .autoRotate is enabled, you must call
181
+ * .update () in your animation loop.
182
+ * @default 2
183
+ */
43
184
  autoRotateSpeed: number;
44
185
 
186
+ /**
187
+ * This object contains references to the keycodes for controlling
188
+ * camera panning. Default is the 4 arrow keys.
189
+ */
45
190
  keys: { LEFT: string; UP: string; RIGHT: string; BOTTOM: string };
191
+
192
+ /**
193
+ * This object contains references to the mouse actions used
194
+ * by the controls.
195
+ */
46
196
  mouseButtons: Partial<{ LEFT: MOUSE; MIDDLE: MOUSE; RIGHT: MOUSE }>;
197
+
198
+ /**
199
+ * This object contains references to the touch actions used by
200
+ * the controls.
201
+ */
47
202
  touches: Partial<{ ONE: TOUCH; TWO: TOUCH }>;
48
203
 
204
+ /**
205
+ * Used internally by the .saveState and .reset methods.
206
+ */
49
207
  target0: Vector3;
208
+
209
+ /**
210
+ * Used internally by the .saveState and .reset methods.
211
+ */
50
212
  position0: Vector3;
213
+
214
+ /**
215
+ * Used internally by the .saveState and .reset methods.
216
+ */
51
217
  zoomO: number;
52
218
 
219
+ /**
220
+ * Update the controls. Must be called after any manual changes
221
+ * to the camera's transform, or in the update loop if .autoRotate
222
+ * or .enableDamping are set.
223
+ */
53
224
  update(): boolean;
54
225
 
226
+ /**
227
+ * Adds key event listeners to the given DOM element. `window`
228
+ * is a recommended argument for using this method.
229
+ * @param domElement
230
+ */
55
231
  listenToKeyEvents(domElement: HTMLElement | Window): void;
56
232
 
233
+ /**
234
+ * Save the current state of the controls. This can later be
235
+ * recovered with .reset.
236
+ */
57
237
  saveState(): void;
58
238
 
239
+ /**
240
+ * Reset the controls to their state from either the last time
241
+ * the .saveState was called, or the initial state.
242
+ */
59
243
  reset(): void;
60
244
 
245
+ /**
246
+ * Remove all the event listeners.
247
+ */
61
248
  dispose(): void;
62
249
 
250
+ /**
251
+ * Get the current vertical rotation, in radians.
252
+ */
63
253
  getPolarAngle(): number;
64
254
 
255
+ /**
256
+ * Get the current horizontal rotation, in radians.
257
+ */
65
258
  getAzimuthalAngle(): number;
66
259
 
260
+ /**
261
+ * Returns the distance from the camera to the target.
262
+ */
67
263
  getDistance(): number;
68
264
 
69
265
  // EventDispatcher mixins
@@ -12,4 +12,5 @@ export class SelectionHelper {
12
12
  onSelectStart(event: Event): void;
13
13
  onSelectMove(event: Event): void;
14
14
  onSelectOver(event: Event): void;
15
+ dispose(): void;
15
16
  }
@@ -3,6 +3,7 @@ import { BufferGeometry, Loader, LoadingManager } from '../../../src/Three';
3
3
  export class PLYLoader extends Loader {
4
4
  constructor(manager?: LoadingManager);
5
5
  propertyNameMapping: object;
6
+ customPropertyMapping: Record<string, any>;
6
7
 
7
8
  load(
8
9
  url: string,
@@ -12,5 +13,6 @@ export class PLYLoader extends Loader {
12
13
  ): void;
13
14
  loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<BufferGeometry>;
14
15
  setPropertyNameMapping(mapping: object): void;
16
+ setCustomPropertyNameMapping(mapping: Record<string, any>): void;
15
17
  parse(data: ArrayBuffer | string): BufferGeometry;
16
18
  }
@@ -61,6 +61,7 @@ import FrontFacingNode from './display/FrontFacingNode';
61
61
  import NormalMapNode from './display/NormalMapNode';
62
62
  import PosterizeNode from './display/PosterizeNode';
63
63
  import ToneMappingNode from './display/ToneMappingNode';
64
+ import ViewportNode from './display/ViewportNode';
64
65
 
65
66
  // math
66
67
  import MathNode, { MathNodeMethod1, MathNodeMethod2, MathNodeMethod3, MathNodeMethod } from './math/MathNode';
@@ -186,6 +187,7 @@ export {
186
187
  NormalMapNode,
187
188
  PosterizeNode,
188
189
  ToneMappingNode,
190
+ ViewportNode,
189
191
  // math
190
192
  MathNode,
191
193
  MathNodeMethod1,
@@ -74,6 +74,10 @@ export default abstract class NodeBuilder {
74
74
 
75
75
  abstract getFrontFacing(): string;
76
76
 
77
+ abstract getFragCoord(): string;
78
+
79
+ isFlipY(): boolean;
80
+
77
81
  abstract getTexture(textureProperty: string, uvSnippet: string): string;
78
82
 
79
83
  abstract getTextureLevel(textureProperty: string, uvSnippet: string, levelSnippet: string): string;
@@ -0,0 +1,23 @@
1
+ import Node from '../core/Node';
2
+
3
+ export type ViewportNodeScope =
4
+ | typeof ViewportNode.COORDINATE
5
+ | typeof ViewportNode.RESOLUTION
6
+ | typeof ViewportNode.TOP_LEFT
7
+ | typeof ViewportNode.BOTTOM_LEFT
8
+ | typeof ViewportNode.TOP_RIGHT
9
+ | typeof ViewportNode.BOTTOM_RIGHT;
10
+
11
+ export default class ViewportNode extends Node {
12
+ static COORDINATE: 'coordinate';
13
+ static RESOLUTION: 'resolution';
14
+ static TOP_LEFT: 'topLeft';
15
+ static BOTTOM_LEFT: 'bottomLeft';
16
+ static TOP_RIGHT: 'topRight';
17
+ static BOTTOM_RIGHT: 'bottomRight';
18
+
19
+ scope: ViewportNodeScope;
20
+ isViewportNode: true;
21
+
22
+ constructor(scope: ViewportNodeScope);
23
+ }
@@ -110,7 +110,7 @@ export type Fn<P extends FunctionNodeArguments> = P extends readonly [...unknown
110
110
  ? ProxiedTuple<P>
111
111
  : readonly [ProxiedObject<P>];
112
112
 
113
- // tslint:disable:no-unnecessary-generics
113
+ /* eslint-disable no-unnecessary-generics */
114
114
  export function func<P extends FunctionNodeArguments>(
115
115
  code: string,
116
116
  includes?: CodeNodeInclude[],
@@ -120,7 +120,7 @@ export function fn<P extends FunctionNodeArguments>(
120
120
  code: string,
121
121
  includes?: CodeNodeInclude[],
122
122
  ): (...params: Fn<P>) => Swizzable;
123
- // tslint:enable:no-unnecessary-generics
123
+ /* eslint-enable no-unnecessary-generics */
124
124
 
125
125
  export const instanceIndex: Swizzable<InstanceIndexNode>;
126
126
  export function label(node: NodeRepresentation, name?: string): Swizzable<VarNode>;
@@ -35,6 +35,7 @@ import {
35
35
  TimerNode,
36
36
  ToneMappingNode,
37
37
  TriplanarTexturesNode,
38
+ ViewportNode,
38
39
  } from '../Nodes';
39
40
 
40
41
  //
@@ -99,6 +100,13 @@ export function toneMapping(
99
100
 
100
101
  export function posterize(sourceNode: NodeRepresentation, stepsNode: NodeRepresentation): Swizzable<PosterizeNode>;
101
102
 
103
+ export const viewportCoordinate: Swizzable<ViewportNode>;
104
+ export const viewportResolution: Swizzable<ViewportNode>;
105
+ export const viewportTopLeft: Swizzable<ViewportNode>;
106
+ export const viewportBottomLeft: Swizzable<ViewportNode>;
107
+ export const viewportTopRight: Swizzable<ViewportNode>;
108
+ export const viewportBottomRight: Swizzable<ViewportNode>;
109
+
102
110
  // lighting
103
111
 
104
112
  export function lights(lights: Light[]): Swizzable<LightsNode>;
@@ -1,7 +1,10 @@
1
- import { Mesh, Plane, Vector4 } from '../../../src/Three';
1
+ import { Mesh, Plane, Vector4, Matrix4, MeshBasicMaterial, BufferGeometry } from '../../../src/Three';
2
2
 
3
- export class ShadowMesh extends Mesh {
4
- constructor();
3
+ export class ShadowMesh extends Mesh<BufferGeometry, MeshBasicMaterial> {
4
+ readonly isShadowMesh: true;
5
+ meshMatrix: Matrix4;
6
+
7
+ constructor(mesh: Mesh);
5
8
 
6
9
  update(plane: Plane, lightPosition4D: Vector4): void;
7
10
  }
@@ -1,6 +1,6 @@
1
1
  import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class AdaptiveToneMappingPass extends Pass {
6
6
  constructor(adaptive?: boolean, resolution?: number);
@@ -16,7 +16,7 @@ export class AdaptiveToneMappingPass extends Pass {
16
16
  adaptLuminanceShader: object;
17
17
  materialAdaptiveLum: ShaderMaterial;
18
18
  materialToneMap: ShaderMaterial;
19
- fsQuad: object;
19
+ fsQuad: FullScreenQuad;
20
20
 
21
21
  reset(): void;
22
22
  setAdaptive(adaptive: boolean): void;
@@ -1,6 +1,6 @@
1
1
  import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class AfterimagePass extends Pass {
6
6
  constructor(damp?: number);
@@ -9,6 +9,6 @@ export class AfterimagePass extends Pass {
9
9
  textureComp: WebGLRenderTarget;
10
10
  textureOld: WebGLRenderTarget;
11
11
  shaderMaterial: ShaderMaterial;
12
- compFsQuad: object;
13
- copyFsQuad: object;
12
+ compFsQuad: FullScreenQuad;
13
+ copyFsQuad: FullScreenQuad;
14
14
  }
@@ -1,6 +1,6 @@
1
1
  import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class BloomPass extends Pass {
6
6
  constructor(strength?: number, kernelSize?: number, sigma?: number);
@@ -10,5 +10,5 @@ export class BloomPass extends Pass {
10
10
  materialCopy: ShaderMaterial;
11
11
  convolutionUniforms: object;
12
12
  materialConvolution: ShaderMaterial;
13
- fsQuad: object;
13
+ fsQuad: FullScreenQuad;
14
14
  }
@@ -1,6 +1,6 @@
1
1
  import { Scene, Camera, ShaderMaterial, WebGLRenderTarget, MeshDepthMaterial, Color } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export interface BokehPassParamters {
6
6
  focus?: number;
@@ -18,6 +18,6 @@ export class BokehPass extends Pass {
18
18
  materialDepth: MeshDepthMaterial;
19
19
  materialBokeh: ShaderMaterial;
20
20
  uniforms: object;
21
- fsQuad: object;
21
+ fsQuad: FullScreenQuad;
22
22
  oldClearColor: Color;
23
23
  }
@@ -1,6 +1,6 @@
1
1
  import { ColorRepresentation } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class ClearPass extends Pass {
6
6
  constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
@@ -1,6 +1,6 @@
1
1
  import { PerspectiveCamera, CubeTexture, Mesh, Scene } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class CubeTexturePass extends Pass {
6
6
  constructor(camera: PerspectiveCamera, envMap?: CubeTexture, opacity?: number);
@@ -1,10 +1,10 @@
1
1
  import { Vector2, ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class DotScreenPass extends Pass {
6
6
  constructor(center?: Vector2, angle?: number, scale?: number);
7
7
  uniforms: object;
8
8
  material: ShaderMaterial;
9
- fsQuad: object;
9
+ fsQuad: FullScreenQuad;
10
10
  }
@@ -1,6 +1,6 @@
1
1
  import { Clock, WebGLRenderer, WebGLRenderTarget } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
  import { ShaderPass } from './ShaderPass';
5
5
 
6
6
  export { FullScreenQuad } from './Pass';
@@ -1,10 +1,10 @@
1
1
  import { ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class FilmPass extends Pass {
6
6
  constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: number);
7
7
  uniforms: object;
8
8
  material: ShaderMaterial;
9
- fsQuad: object;
9
+ fsQuad: FullScreenQuad;
10
10
  }
@@ -1,12 +1,12 @@
1
1
  import { ShaderMaterial, DataTexture } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class GlitchPass extends Pass {
6
6
  constructor(dt_size?: number);
7
7
  uniforms: object;
8
8
  material: ShaderMaterial;
9
- fsQuad: object;
9
+ fsQuad: FullScreenQuad;
10
10
  goWild: boolean;
11
11
  curF: number;
12
12
  randX: number;
@@ -1,6 +1,6 @@
1
1
  import { ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export interface HalftonePassParameters {
6
6
  shape?: number;
@@ -19,5 +19,5 @@ export class HalftonePass extends Pass {
19
19
  constructor(width: number, height: number, params: HalftonePassParameters);
20
20
  uniforms: object;
21
21
  material: ShaderMaterial;
22
- fsQuad: object;
22
+ fsQuad: FullScreenQuad;
23
23
  }
@@ -1,6 +1,6 @@
1
1
  import { Scene, Camera } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class MaskPass extends Pass {
6
6
  constructor(scene: Scene, camera: Camera);
@@ -12,7 +12,7 @@ import {
12
12
  Texture,
13
13
  } from '../../../src/Three';
14
14
 
15
- import { Pass } from './Pass';
15
+ import { Pass, FullScreenQuad } from './Pass';
16
16
 
17
17
  export class OutlinePass extends Pass {
18
18
  constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[]);
@@ -48,7 +48,7 @@ export class OutlinePass extends Pass {
48
48
  materialCopy: ShaderMaterial;
49
49
  oldClearColor: Color;
50
50
  oldClearAlpha: number;
51
- fsQuad: object;
51
+ fsQuad: FullScreenQuad;
52
52
  tempPulseColor1: Color;
53
53
  tempPulseColor2: Color;
54
54
  textureMatrix: Matrix4;
@@ -1,6 +1,6 @@
1
1
  import { Scene, Camera, Material, Color } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class RenderPass extends Pass {
6
6
  constructor(scene: Scene, camera: Camera, overrideMaterial?: Material, clearColor?: Color, clearAlpha?: number);
@@ -0,0 +1,28 @@
1
+ import { Scene, Camera, ShaderMaterial, Vector2, MeshNormalMaterial, WebGLRenderTarget } from '../../../src/Three';
2
+
3
+ import { Pass, FullScreenQuad } from './Pass';
4
+
5
+ export interface RenderPixelatedPassParameters {
6
+ normalEdgeStrength?: number;
7
+ depthEdgeStrength?: number;
8
+ }
9
+
10
+ export class RenderPixelatedPass extends Pass {
11
+ constructor(pixelSize: number, scene: Scene, camera: Camera, options?: RenderPixelatedPassParameters);
12
+ pixelSize: number;
13
+ resolution: Vector2;
14
+ renderResolution: Vector2;
15
+
16
+ pixelatedMaterial: ShaderMaterial;
17
+ normalMaterial: MeshNormalMaterial;
18
+
19
+ fsQuad: FullScreenQuad;
20
+ scene: Scene;
21
+ camera: Camera;
22
+
23
+ normalEdgeStrength: RenderPixelatedPassParameters['normalEdgeStrength'];
24
+ depthEdgeStrength: RenderPixelatedPassParameters['depthEdgeStrength'];
25
+
26
+ beautyRenderTarget: WebGLRenderTarget;
27
+ normalRenderTarget: WebGLRenderTarget;
28
+ }
@@ -12,7 +12,7 @@ import {
12
12
  ColorRepresentation,
13
13
  } from '../../../src/Three';
14
14
 
15
- import { Pass } from './Pass';
15
+ import { Pass, FullScreenQuad } from './Pass';
16
16
 
17
17
  export enum OUTPUT {
18
18
  Beauty,
@@ -57,7 +57,7 @@ export class SAOPass extends Pass {
57
57
  hBlurMaterial: ShaderMaterial;
58
58
  materialCopy: ShaderMaterial;
59
59
  depthCopy: ShaderMaterial;
60
- fsQuad: object;
60
+ fsQuad: FullScreenQuad;
61
61
  params: SAOPassParams;
62
62
 
63
63
  static OUTPUT: typeof OUTPUT;
@@ -1,6 +1,6 @@
1
1
  import { ShaderMaterial, Texture, WebGLRenderTarget } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class SMAAPass extends Pass {
6
6
  constructor(width: number, height: number);
@@ -14,7 +14,7 @@ export class SMAAPass extends Pass {
14
14
  materialWeights: ShaderMaterial;
15
15
  uniformsBlend: object;
16
16
  materialBlend: ShaderMaterial;
17
- fsQuad: object;
17
+ fsQuad: FullScreenQuad;
18
18
 
19
19
  getAreaTexture(): string;
20
20
  getSearchTexture(): string;
@@ -1,6 +1,6 @@
1
1
  import { Scene, Camera, ColorRepresentation, ShaderMaterial, WebGLRenderTarget } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class SSAARenderPass extends Pass {
6
6
  constructor(scene: Scene, camera: Camera, clearColor?: ColorRepresentation, clearAlpha?: number);
@@ -12,6 +12,6 @@ export class SSAARenderPass extends Pass {
12
12
  clearAlpha: number;
13
13
  copyUniforms: object;
14
14
  copyMaterial: ShaderMaterial;
15
- fsQuad: object;
15
+ fsQuad: FullScreenQuad;
16
16
  sampleRenderTarget: undefined | WebGLRenderTarget;
17
17
  }
@@ -12,7 +12,7 @@ import {
12
12
  ColorRepresentation,
13
13
  } from '../../../src/Three';
14
14
 
15
- import { Pass } from './Pass';
15
+ import { Pass, FullScreenQuad } from './Pass';
16
16
 
17
17
  export enum SSAOPassOUTPUT {
18
18
  Default,
@@ -46,7 +46,7 @@ export class SSAOPass extends Pass {
46
46
  blurMaterial: ShaderMaterial;
47
47
  depthRenderMaterial: ShaderMaterial;
48
48
  copyMaterial: ShaderMaterial;
49
- fsQuad: object;
49
+ fsQuad: FullScreenQuad;
50
50
  originalClearColor: Color;
51
51
 
52
52
  static OUTPUT: SSAOPassOUTPUT;
@@ -1,6 +1,6 @@
1
1
  import { ShaderMaterial, WebGLRenderTarget } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class SavePass extends Pass {
6
6
  constructor(renderTarget?: WebGLRenderTarget);
@@ -8,5 +8,5 @@ export class SavePass extends Pass {
8
8
  renderTarget: WebGLRenderTarget;
9
9
  uniforms: object;
10
10
  material: ShaderMaterial;
11
- fsQuad: object;
11
+ fsQuad: FullScreenQuad;
12
12
  }
@@ -1,11 +1,11 @@
1
1
  import { ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class ShaderPass extends Pass {
6
6
  constructor(shader: object, textureID?: string);
7
7
  textureID: string;
8
8
  uniforms: { [name: string]: { value: any } };
9
9
  material: ShaderMaterial;
10
- fsQuad: object;
10
+ fsQuad: FullScreenQuad;
11
11
  }
@@ -1,6 +1,6 @@
1
1
  import { Texture, ShaderMaterial } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class TexturePass extends Pass {
6
6
  constructor(map: Texture, opacity?: number);
@@ -8,5 +8,5 @@ export class TexturePass extends Pass {
8
8
  opacity: number;
9
9
  uniforms: object;
10
10
  material: ShaderMaterial;
11
- fsQuad: object;
11
+ fsQuad: FullScreenQuad;
12
12
  }
@@ -1,6 +1,6 @@
1
1
  import { Color, MeshBasicMaterial, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget } from '../../../src/Three';
2
2
 
3
- import { Pass } from './Pass';
3
+ import { Pass, FullScreenQuad } from './Pass';
4
4
 
5
5
  export class UnrealBloomPass extends Pass {
6
6
  constructor(resolution: Vector2, strength: number, radius: number, threshold: number);
@@ -23,7 +23,7 @@ export class UnrealBloomPass extends Pass {
23
23
  oldClearColor: Color;
24
24
  oldClearAlpha: number;
25
25
  basic: MeshBasicMaterial;
26
- fsQuad: object;
26
+ fsQuad: FullScreenQuad;
27
27
 
28
28
  dispose(): void;
29
29
  getSeperableBlurMaterial(): ShaderMaterial;
@@ -1,5 +1,5 @@
1
1
  import NodeBuilder from '../../../nodes/core/NodeBuilder';
2
- import { Texture, TextureEncoding, Renderer, Object3D } from '../../../../../src/Three';
2
+ import { Renderer, Object3D } from '../../../../../src/Three';
3
3
  import Node from '../../../nodes/core/Node';
4
4
  import SlotNode from './SlotNode';
5
5
  import { NodeShaderStageOption } from '../../../nodes/core/constants';
@@ -44,10 +44,11 @@ export class WebGLNodeBuilder extends NodeBuilder {
44
44
 
45
45
  replaceCode(shaderStage: string, source: string, target: string, scope?: this): void;
46
46
  parseInclude(shaderStage: string, ...includes: string[]): void;
47
- getTextureEncodingFromMap(map: Texture): TextureEncoding;
48
47
 
49
48
  getInstanceIndex(): string;
50
49
  getFrontFacing(): string;
50
+ getFragCoord(): 'gl_FragCoord';
51
+ isFlipY(): true;
51
52
 
52
53
  buildCode(): void;
53
54
  build(): this;
@@ -1,3 +1,5 @@
1
+ // https://threejs.org/docs/?q=buffergeome#examples/en/utils/BufferGeometryUtils
2
+
1
3
  import {
2
4
  BufferAttribute,
3
5
  BufferGeometry,
@@ -24,3 +26,11 @@ export function computeMikkTSpaceTangents(
24
26
  export function mergeGroups(geometry: BufferGeometry): BufferGeometry;
25
27
  export function deinterleaveAttribute(geometry: BufferGeometry): void;
26
28
  export function deinterleaveGeometry(geometry: BufferGeometry): void;
29
+
30
+ /**
31
+ * Creates a new, non-indexed geometry with smooth normals everywhere except faces that meet at an angle greater than the crease angle.
32
+ *
33
+ * @param geometry The input geometry.
34
+ * @param creaseAngle The crease angle.
35
+ */
36
+ export function toCreasedNormals(geometry: BufferGeometry, creaseAngle?: number): BufferGeometry;
@@ -7,7 +7,7 @@ import {
7
7
  MeshBasicMaterial,
8
8
  Object3D,
9
9
  Raycaster,
10
- SphereBufferGeometry,
10
+ SphereGeometry,
11
11
  Texture,
12
12
  Vector3,
13
13
  } from '../../../src/Three';
@@ -30,7 +30,7 @@ export class OculusHandPointerModel extends Object3D {
30
30
  pinched: boolean;
31
31
  attached: boolean;
32
32
 
33
- cursorObject: Mesh<SphereBufferGeometry, MeshBasicMaterial> | null;
33
+ cursorObject: Mesh<SphereGeometry, MeshBasicMaterial> | null;
34
34
 
35
35
  raycaster: Raycaster;
36
36
 
three/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- // Type definitions for three 0.146
1
+ // Type definitions for three 0.147
2
2
  // Project: https://threejs.org/
3
3
  // Definitions by: Josh Ellis <https://github.com/joshuaellis>
4
4
  // Nathan Bierema <https://github.com/Methuselah96>
three/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@types/three",
3
- "version": "0.146.0",
3
+ "version": "0.147.1",
4
4
  "description": "TypeScript definitions for three",
5
5
  "homepage": "https://github.com/DefinitelyTyped/DefinitelyTyped/tree/master/types/three",
6
6
  "license": "MIT",
@@ -27,6 +27,6 @@
27
27
  "dependencies": {
28
28
  "@types/webxr": "*"
29
29
  },
30
- "typesPublisherContentHash": "8811cec6dcb6daed91e5163eee03aeed7a0b56ad67126ce3b6ade0354b3d8614",
31
- "typeScriptVersion": "4.1"
30
+ "typesPublisherContentHash": "817382c65c940c6161d82bd35bba71b745760fd0e4d06c8cc05eb3b2953c438c",
31
+ "typeScriptVersion": "4.2"
32
32
  }
@@ -18,7 +18,7 @@ export class PointLight extends Light {
18
18
 
19
19
  /**
20
20
  * Light's intensity.
21
- * @default 1
21
+ * @default 2
22
22
  */
23
23
  intensity: number;
24
24
 
@@ -4,6 +4,7 @@ import { Object3D } from './../core/Object3D';
4
4
  import { SpotLightShadow } from './SpotLightShadow';
5
5
  import { Light } from './Light';
6
6
  import { ColorRepresentation } from '../utils';
7
+ import { Texture } from '../textures/Texture';
7
8
 
8
9
  /**
9
10
  * A point light that can cast shadow in one direction.
@@ -36,7 +37,7 @@ export class SpotLight extends Light {
36
37
 
37
38
  /**
38
39
  * Light's intensity.
39
- * @default 1
40
+ * @default 2
40
41
  */
41
42
  intensity: number;
42
43
 
@@ -68,5 +69,10 @@ export class SpotLight extends Light {
68
69
  */
69
70
  penumbra: number;
70
71
 
72
+ /**
73
+ * @default null
74
+ */
75
+ map: Texture | null;
76
+
71
77
  readonly isSpotLight: true;
72
78
  }
@@ -12,7 +12,7 @@ export class ObjectLoader extends Loader {
12
12
 
13
13
  load(
14
14
  url: string,
15
- // tslint:disable-next-line:no-unnecessary-generics
15
+ // eslint-disable-next-line no-unnecessary-generics
16
16
  onLoad?: <ObjectType extends Object3D>(object: ObjectType) => void,
17
17
  onProgress?: (event: ProgressEvent) => void,
18
18
  onError?: (event: Error | ErrorEvent) => void,
@@ -20,11 +20,11 @@ export class ObjectLoader extends Loader {
20
20
  loadAsync<ObjectType extends Object3D>(
21
21
  url: string,
22
22
  onProgress?: (event: ProgressEvent) => void,
23
- ): // tslint:disable-next-line:no-unnecessary-generics
23
+ ): // eslint-disable-next-line no-unnecessary-generics
24
24
  Promise<ObjectType>;
25
- // tslint:disable-next-line:no-unnecessary-generics
25
+ // eslint-disable-next-line no-unnecessary-generics
26
26
  parse<T extends Object3D>(json: any, onLoad?: (object: Object3D) => void): T;
27
- // tslint:disable-next-line:no-unnecessary-generics
27
+ // eslint-disable-next-line no-unnecessary-generics
28
28
  parseAsync<T extends Object3D>(json: any): Promise<T>;
29
29
  parseGeometries(json: any): { [key: string]: InstancedBufferGeometry | BufferGeometry }; // Array of BufferGeometry or Geometry or Geometry2.
30
30
  parseMaterials(json: any, textures: Texture[]): Material[]; // Array of Classes that inherits from Matrial.
@@ -37,6 +37,6 @@ export class ObjectLoader extends Loader {
37
37
  geometries: any[],
38
38
  materials: Material[],
39
39
  animations: AnimationClip[],
40
- ): // tslint:disable-next-line:no-unnecessary-generics
40
+ ): // eslint-disable-next-line no-unnecessary-generics
41
41
  T;
42
42
  }
@@ -1,3 +1,5 @@
1
+ // https://threejs.org/docs/#api/en/math/Matrix3
2
+
1
3
  import { Matrix4 } from './Matrix4';
2
4
  import { Vector3 } from './Vector3';
3
5
 
@@ -99,6 +101,50 @@ export class Matrix3 implements Matrix {
99
101
 
100
102
  scale(sx: number, sy: number): Matrix3;
101
103
 
104
+ /**
105
+ * Sets this matrix as a 2D translation transform:
106
+ *
107
+ * ```
108
+ * 1, 0, x,
109
+ * 0, 1, y,
110
+ * 0, 0, 1
111
+ * ```
112
+ *
113
+ * @param x the amount to translate in the X axis.
114
+ * @param y the amount to translate in the Y axis.
115
+ */
116
+ makeTranslation(x: number, y: number): this;
117
+ makeTranslation(x: number, y: number): Matrix3;
118
+
119
+ /**
120
+ * Sets this matrix as a 2D rotational transformation by theta radians. The resulting matrix will be:
121
+ *
122
+ * ```
123
+ * cos(θ) -sin(θ) 0
124
+ * sin(θ) cos(θ) 0
125
+ * 0 0 1
126
+ * ```
127
+ *
128
+ * @param theta Rotation angle in radians. Positive values rotate counterclockwise.
129
+ */
130
+ makeRotation(theta: number): this;
131
+ makeRotation(theta: number): Matrix3;
132
+
133
+ /**
134
+ * Sets this matrix as a 2D scale transform:
135
+ *
136
+ * ```
137
+ * x, 0, 0,
138
+ * 0, y, 0,
139
+ * 0, 0, 1
140
+ * ```
141
+ *
142
+ * @param x the amount to scale in the X axis.
143
+ * @param y the amount to scale in the Y axis.
144
+ */
145
+ makeScale(x: number, y: number): this;
146
+ makeScale(x: number, y: number): Matrix3;
147
+
102
148
  rotate(theta: number): Matrix3;
103
149
 
104
150
  translate(tx: number, ty: number): Matrix3;
@@ -8,17 +8,37 @@ export class LOD extends Object3D {
8
8
 
9
9
  type: 'LOD';
10
10
 
11
- levels: Array<{ distance: number; object: Object3D }>;
11
+ /**
12
+ *
13
+ * An array of level objects
14
+ *
15
+ * Each level is an object with the following properties:
16
+ *
17
+ * - object - The Object3D to display at this level.
18
+ * - distance - The distance at which to display this level of detail.
19
+ * - hysteresis - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
20
+ */
21
+ levels: Array<{ distance: number; hysteresis: number; object: Object3D }>;
22
+
12
23
  autoUpdate: boolean;
13
24
  readonly isLOD: true;
14
25
 
15
- addLevel(object: Object3D, distance?: number): this;
26
+ /**
27
+ * Adds a mesh that will display at a certain distance and greater. Typically the further away the distance, the lower the detail on the mesh.
28
+ *
29
+ * @param object The Object3D to display at this level.
30
+ * @param distance The distance at which to display this level of detail. Default 0.0.
31
+ * @param hysteresis Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. Default 0.0.
32
+ */
33
+ addLevel(object: Object3D, distance?: number, hysteresis?: number): this;
34
+
16
35
  getCurrentLevel(): number;
17
36
  getObjectForDistance(distance: number): Object3D | null;
18
37
  raycast(raycaster: Raycaster, intersects: Intersection[]): void;
19
38
  update(camera: Camera): void;
20
39
  toJSON(meta: any): any;
21
40
 
41
+ // TODO: Remove this
22
42
  /**
23
43
  * @deprecated Use {@link LOD#levels .levels} instead.
24
44
  */
@@ -3,7 +3,11 @@ import { Vector3 } from '../../math/Vector3';
3
3
 
4
4
  export type XRControllerEventType = XRSessionEventType | XRInputSourceEventType | 'disconnected' | 'connected';
5
5
 
6
- export type XRHandJoints = Record<XRHandJoint, number>;
6
+ export class XRJointSpace extends Group {
7
+ readonly jointRadius: number | undefined;
8
+ }
9
+
10
+ export type XRHandJoints = Record<XRHandJoint, XRJointSpace>;
7
11
 
8
12
  export interface XRHandInputState {
9
13
  pinching: boolean;
@@ -35,6 +39,7 @@ export class WebXRController {
35
39
  getTargetRaySpace(): XRTargetRaySpace;
36
40
  getGripSpace(): XRGripSpace;
37
41
  dispatchEvent(event: { type: XRControllerEventType; data?: XRInputSource }): this;
42
+ connect(inputSource: XRInputSource): this;
38
43
  disconnect(inputSource: XRInputSource): this;
39
44
  update(inputSource: XRInputSource, frame: XRFrame, referenceSpace: XRReferenceSpace): this;
40
45
  }
@@ -1,3 +1,5 @@
1
+ // https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager
2
+
1
3
  /// <reference types="webxr" />
2
4
 
3
5
  import { Vector4 } from '../../math/Vector4';
@@ -44,5 +46,11 @@ export class WebXRManager extends EventDispatcher {
44
46
  setAnimationLoop(callback: XRFrameRequestCallback | null): void;
45
47
  getFoveation(): number | undefined;
46
48
  setFoveation(foveation: number): void;
49
+
50
+ /**
51
+ * Returns the set of planes detected by WebXR's plane detection API.
52
+ */
53
+ getPlanes(): Set<XRPlane>;
54
+
47
55
  dispose(): void;
48
56
  }
@@ -1,3 +1,5 @@
1
+ // https://threejs.org/docs/?q=scene#api/en/scenes/Scene
2
+
1
3
  import { FogBase } from './Fog';
2
4
  import { Material } from './../materials/Material';
3
5
  import { Object3D } from './../core/Object3D';
@@ -22,8 +24,20 @@ export class Scene extends Object3D {
22
24
  */
23
25
  fog: FogBase | null;
24
26
 
27
+ /**
28
+ * Sets the blurriness of the background. Only influences environment maps assigned to Scene.background. Valid input is a float between 0 and 1.
29
+ *
30
+ * @default 0
31
+ */
25
32
  backgroundBlurriness: number;
26
33
 
34
+ /**
35
+ * Attenuates the color of the background. Only applies to background textures.
36
+ *
37
+ * @default 1
38
+ */
39
+ backgroundIntensity: number;
40
+
27
41
  /**
28
42
  * If not null, it will force everything in the scene to be rendered with that material. Default is null.
29
43
  * @default null
@@ -1,3 +1,5 @@
1
+ // https://threejs.org/docs/?q=texture#api/en/textures/Texture
2
+
1
3
  import { Vector2 } from './../math/Vector2';
2
4
  import { Matrix3 } from './../math/Matrix3';
3
5
  import { Source } from './Source';
@@ -26,7 +28,7 @@ export class Texture extends EventDispatcher {
26
28
  * @param [minFilter=THREE.LinearMipmapLinearFilter]
27
29
  * @param [format=THREE.RGBAFormat]
28
30
  * @param [type=THREE.UnsignedByteType]
29
- * @param [anisotropy=1]
31
+ * @param [anisotropy=THREE.Texture.DEFAULT_ANISOTROPY]
30
32
  * @param [encoding=THREE.LinearEncoding]
31
33
  */
32
34
  constructor(
@@ -203,6 +205,8 @@ export class Texture extends EventDispatcher {
203
205
  readonly isTexture: true;
204
206
 
205
207
  onUpdate: () => void;
208
+
209
+ static DEFAULT_ANISOTROPY: number;
206
210
  static DEFAULT_IMAGE: any;
207
211
  static DEFAULT_MAPPING: any;
208
212
 
@@ -1,11 +0,0 @@
1
- import { IUniform } from '../../../src/Three';
2
-
3
- export const PixelShader: {
4
- uniforms: {
5
- tDiffuse: IUniform;
6
- resolution: IUniform;
7
- pixelSize: IUniform;
8
- };
9
- vertexShader: string;
10
- fragmentShader: string;
11
- };