@types/three 0.150.2 → 0.151.0

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Files changed (96) hide show
  1. three/README.md +1 -1
  2. three/examples/jsm/controls/MapControls.d.ts +21 -0
  3. three/examples/jsm/controls/OrbitControls.d.ts +1 -5
  4. three/examples/jsm/controls/PointerLockControls.d.ts +3 -0
  5. three/examples/jsm/controls/TrackballControls.d.ts +2 -0
  6. three/examples/jsm/helpers/ViewHelper.d.ts +3 -4
  7. three/examples/jsm/loaders/GLTFLoader.d.ts +2 -4
  8. three/examples/jsm/loaders/SVGLoader.d.ts +15 -3
  9. three/examples/jsm/nodes/Nodes.d.ts +130 -226
  10. three/examples/jsm/nodes/{core → code}/CodeNode.d.ts +2 -3
  11. three/examples/jsm/nodes/{core → code}/ExpressionNode.d.ts +2 -2
  12. three/examples/jsm/nodes/{core → code}/FunctionCallNode.d.ts +2 -2
  13. three/examples/jsm/nodes/{core → code}/FunctionNode.d.ts +4 -4
  14. three/examples/jsm/nodes/core/InputNode.d.ts +4 -0
  15. three/examples/jsm/nodes/core/NodeBuilder.d.ts +1 -3
  16. three/examples/jsm/nodes/core/NodeUtils.d.ts +8 -2
  17. three/examples/jsm/nodes/core/{VaryNode.d.ts → VaryingNode.d.ts} +1 -1
  18. three/examples/jsm/nodes/fog/FogNode.d.ts +1 -1
  19. three/examples/jsm/nodes/geometry/RangeNode.d.ts +2 -1
  20. three/examples/jsm/nodes/lighting/PointLightNode.d.ts +10 -0
  21. three/examples/jsm/nodes/lighting/SpotLightNode.d.ts +15 -0
  22. three/examples/jsm/nodes/math/MathNode.d.ts +2 -2
  23. three/examples/jsm/nodes/shadernode/ShaderNodeBaseElements.d.ts +2 -2
  24. three/examples/jsm/objects/{GroundProjectedEnv.d.ts → GroundProjectedSkybox.d.ts} +1 -1
  25. three/examples/jsm/postprocessing/Pass.d.ts +2 -0
  26. three/examples/jsm/renderers/CSS2DRenderer.d.ts +2 -1
  27. three/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.d.ts +0 -1
  28. three/examples/jsm/utils/BufferGeometryUtils.d.ts +12 -2
  29. three/index.d.ts +1 -1
  30. three/package.json +2 -2
  31. three/src/Three.d.ts +1 -0
  32. three/src/core/Raycaster.d.ts +1 -0
  33. three/src/extras/DataUtils.d.ts +13 -0
  34. three/src/extras/Earcut.d.ts +12 -0
  35. three/src/extras/ImageUtils.d.ts +20 -20
  36. three/src/extras/PMREMGenerator.d.ts +66 -0
  37. three/src/extras/ShapeUtils.d.ts +19 -1
  38. three/src/extras/core/Curve.d.ts +86 -31
  39. three/src/extras/core/CurvePath.d.ts +46 -4
  40. three/src/extras/core/Interpolations.d.ts +36 -0
  41. three/src/extras/core/Path.d.ts +122 -15
  42. three/src/extras/core/Shape.d.ts +56 -6
  43. three/src/extras/core/ShapePath.d.ts +73 -8
  44. three/src/extras/curves/ArcCurve.d.ts +35 -3
  45. three/src/extras/curves/CatmullRomCurve3.d.ts +62 -15
  46. three/src/extras/curves/CubicBezierCurve.d.ts +48 -7
  47. three/src/extras/curves/CubicBezierCurve3.d.ts +48 -7
  48. three/src/extras/curves/EllipseCurve.d.ts +73 -18
  49. three/src/extras/curves/LineCurve.d.ts +26 -5
  50. three/src/extras/curves/LineCurve3.d.ts +26 -5
  51. three/src/extras/curves/QuadraticBezierCurve.d.ts +44 -6
  52. three/src/extras/curves/QuadraticBezierCurve3.d.ts +44 -6
  53. three/src/extras/curves/SplineCurve.d.ts +39 -3
  54. three/src/helpers/ArrowHelper.d.ts +47 -16
  55. three/src/helpers/AxesHelper.d.ts +35 -3
  56. three/src/helpers/Box3Helper.d.ts +28 -4
  57. three/src/helpers/BoxHelper.d.ts +44 -4
  58. three/src/helpers/CameraHelper.d.ts +38 -19
  59. three/src/helpers/DirectionalLightHelper.d.ts +57 -10
  60. three/src/helpers/GridHelper.d.ts +32 -6
  61. three/src/helpers/HemisphereLightHelper.d.ts +56 -3
  62. three/src/helpers/PlaneHelper.d.ts +31 -8
  63. three/src/helpers/PointLightHelper.d.ts +54 -6
  64. three/src/helpers/PolarGridHelper.d.ts +35 -8
  65. three/src/helpers/SkeletonHelper.d.ts +56 -8
  66. three/src/helpers/SpotLightHelper.d.ts +59 -4
  67. three/src/lights/AmbientLight.d.ts +23 -10
  68. three/src/lights/AmbientLightProbe.d.ts +18 -0
  69. three/src/lights/DirectionalLight.d.ts +75 -20
  70. three/src/lights/DirectionalLightShadow.d.ts +68 -2
  71. three/src/lights/HemisphereLight.d.ts +45 -12
  72. three/src/lights/HemisphereLightProbe.d.ts +19 -0
  73. three/src/lights/Light.d.ts +40 -43
  74. three/src/lights/LightProbe.d.ts +32 -5
  75. three/src/lights/LightShadow.d.ts +100 -18
  76. three/src/lights/PointLight.d.ts +57 -12
  77. three/src/lights/PointLightShadow.d.ts +18 -2
  78. three/src/lights/RectAreaLight.d.ts +60 -8
  79. three/src/lights/SpotLight.d.ts +105 -20
  80. three/src/lights/SpotLightShadow.d.ts +63 -3
  81. three/src/materials/LineBasicMaterial.d.ts +7 -1
  82. three/src/materials/MeshDistanceMaterial.d.ts +0 -15
  83. three/src/math/Color.d.ts +23 -2
  84. three/src/math/Quaternion.d.ts +6 -0
  85. three/src/math/Triangle.d.ts +40 -0
  86. three/src/math/Vector2.d.ts +5 -0
  87. three/src/math/Vector3.d.ts +10 -3
  88. three/src/objects/InstancedMesh.d.ts +22 -30
  89. three/src/objects/LineSegments.d.ts +2 -0
  90. three/src/objects/Skeleton.d.ts +5 -1
  91. three/src/objects/SkinnedMesh.d.ts +37 -25
  92. three/src/renderers/WebGLRenderer.d.ts +16 -0
  93. three/src/renderers/shaders/ShaderChunk.d.ts +58 -37
  94. three/src/renderers/shaders/UniformsLib.d.ts +88 -57
  95. three/src/textures/Texture.d.ts +5 -22
  96. three/examples/jsm/nodes/lighting/PunctualLightNode.d.ts +0 -12
@@ -1,15 +1,15 @@
1
1
  // Renderers / Shaders /////////////////////////////////////////////////////////////////////
2
- export let ShaderChunk: {
3
- [name: string]: string;
4
-
2
+ export const ShaderChunk: {
5
3
  alphamap_fragment: string;
6
4
  alphamap_pars_fragment: string;
7
5
  alphatest_fragment: string;
6
+ alphatest_pars_fragment: string;
8
7
  aomap_fragment: string;
9
8
  aomap_pars_fragment: string;
10
9
  begin_vertex: string;
11
10
  beginnormal_vertex: string;
12
11
  bsdfs: string;
12
+ iridescence_fragment: string;
13
13
  bumpmap_pars_fragment: string;
14
14
  clipping_planes_fragment: string;
15
15
  clipping_planes_pars_fragment: string;
@@ -20,37 +20,32 @@ export let ShaderChunk: {
20
20
  color_pars_vertex: string;
21
21
  color_vertex: string;
22
22
  common: string;
23
- cube_frag: string;
24
- cube_vert: string;
25
23
  cube_uv_reflection_fragment: string;
26
24
  defaultnormal_vertex: string;
27
- depth_frag: string;
28
- depth_vert: string;
29
- distanceRGBA_frag: string;
30
- distanceRGBA_vert: string;
31
- displacementmap_vertex: string;
32
25
  displacementmap_pars_vertex: string;
26
+ displacementmap_vertex: string;
33
27
  emissivemap_fragment: string;
34
28
  emissivemap_pars_fragment: string;
35
- encodings_pars_fragment: string;
36
29
  encodings_fragment: string;
30
+ encodings_pars_fragment: string;
37
31
  envmap_fragment: string;
38
32
  envmap_common_pars_fragment: string;
39
33
  envmap_pars_fragment: string;
40
34
  envmap_pars_vertex: string;
35
+ envmap_physical_pars_fragment: string;
41
36
  envmap_vertex: string;
42
- equirect_frag: string;
43
- equirect_vert: string;
37
+ fog_vertex: string;
38
+ fog_pars_vertex: string;
44
39
  fog_fragment: string;
45
40
  fog_pars_fragment: string;
46
- linedashed_frag: string;
47
- linedashed_vert: string;
41
+ gradientmap_pars_fragment: string;
48
42
  lightmap_fragment: string;
49
43
  lightmap_pars_fragment: string;
50
- lights_lambert_vertex: string;
44
+ lights_lambert_fragment: string;
45
+ lights_lambert_pars_fragment: string;
51
46
  lights_pars_begin: string;
52
- envmap_physical_pars_fragment: string;
53
- lights_pars_map: string;
47
+ lights_toon_fragment: string;
48
+ lights_toon_pars_fragment: string;
54
49
  lights_phong_fragment: string;
55
50
  lights_phong_pars_fragment: string;
56
51
  lights_physical_fragment: string;
@@ -66,36 +61,28 @@ export let ShaderChunk: {
66
61
  map_pars_fragment: string;
67
62
  map_particle_fragment: string;
68
63
  map_particle_pars_fragment: string;
69
- meshbasic_frag: string;
70
- meshbasic_vert: string;
71
- meshlambert_frag: string;
72
- meshlambert_vert: string;
73
- meshphong_frag: string;
74
- meshphong_vert: string;
75
- meshphysical_frag: string;
76
- meshphysical_vert: string;
77
64
  metalnessmap_fragment: string;
78
65
  metalnessmap_pars_fragment: string;
66
+ morphcolor_vertex: string;
79
67
  morphnormal_vertex: string;
80
68
  morphtarget_pars_vertex: string;
81
69
  morphtarget_vertex: string;
82
- normal_flip: string;
83
- normal_frag: string;
84
70
  normal_fragment_begin: string;
85
71
  normal_fragment_maps: string;
86
- normal_vert: string;
72
+ normal_pars_fragment: string;
73
+ normal_pars_vertex: string;
74
+ normal_vertex: string;
87
75
  normalmap_pars_fragment: string;
88
76
  clearcoat_normal_fragment_begin: string;
89
77
  clearcoat_normal_fragment_maps: string;
90
78
  clearcoat_pars_fragment: string;
79
+ iridescence_pars_fragment: string;
80
+ output_fragment: string;
91
81
  packing: string;
92
- points_frag: string;
93
- points_vert: string;
94
- shadow_frag: string;
95
- shadow_vert: string;
96
-
97
82
  premultiplied_alpha_fragment: string;
98
83
  project_vertex: string;
84
+ dithering_fragment: string;
85
+ dithering_pars_fragment: string;
99
86
  roughnessmap_fragment: string;
100
87
  roughnessmap_pars_fragment: string;
101
88
  shadowmap_pars_fragment: string;
@@ -110,11 +97,45 @@ export let ShaderChunk: {
110
97
  specularmap_pars_fragment: string;
111
98
  tonemapping_fragment: string;
112
99
  tonemapping_pars_fragment: string;
113
- uv2_pars_fragment: string;
114
- uv2_pars_vertex: string;
115
- uv2_vertex: string;
100
+ transmission_fragment: string;
101
+ transmission_pars_fragment: string;
116
102
  uv_pars_fragment: string;
117
103
  uv_pars_vertex: string;
118
104
  uv_vertex: string;
119
105
  worldpos_vertex: string;
106
+
107
+ background_vert: string;
108
+ background_frag: string;
109
+ backgroundCube_vert: string;
110
+ backgroundCube_frag: string;
111
+ cube_vert: string;
112
+ cube_frag: string;
113
+ depth_vert: string;
114
+ depth_frag: string;
115
+ distanceRGBA_vert: string;
116
+ distanceRGBA_frag: string;
117
+ equirect_vert: string;
118
+ equirect_frag: string;
119
+ linedashed_vert: string;
120
+ linedashed_frag: string;
121
+ meshbasic_vert: string;
122
+ meshbasic_frag: string;
123
+ meshlambert_vert: string;
124
+ meshlambert_frag: string;
125
+ meshmatcap_vert: string;
126
+ meshmatcap_frag: string;
127
+ meshnormal_vert: string;
128
+ meshnormal_frag: string;
129
+ meshphong_vert: string;
130
+ meshphong_frag: string;
131
+ meshphysical_vert: string;
132
+ meshphysical_frag: string;
133
+ meshtoon_vert: string;
134
+ meshtoon_frag: string;
135
+ points_vert: string;
136
+ points_frag: string;
137
+ shadow_vert: string;
138
+ shadow_frag: string;
139
+ sprite_vert: string;
140
+ sprite_frag: string;
120
141
  };
@@ -1,78 +1,92 @@
1
+ import { Color } from '../../math/Color';
2
+ import { Vector2 } from '../../math/Vector2';
3
+ import { Matrix3 } from '../../math/Matrix3';
4
+
1
5
  // tslint:disable-next-line:interface-name
2
6
  export interface IUniform<TValue = any> {
3
7
  value: TValue;
4
8
  }
5
9
 
6
- export let UniformsLib: {
10
+ export const UniformsLib: {
7
11
  common: {
8
- diffuse: IUniform;
9
- opacity: IUniform;
10
- map: IUniform;
11
- uvTransform: IUniform;
12
- uv2Transform: IUniform;
13
- alphaMap: IUniform;
12
+ diffuse: IUniform<Color>;
13
+ opacity: IUniform<number>;
14
+ map: IUniform<unknown>;
15
+ mapTransform: IUniform<Matrix3>;
16
+ alphaMap: IUniform<unknown>;
17
+ alphaMapTransform: IUniform<Matrix3>;
18
+ alphaTest: IUniform<number>;
14
19
  };
15
20
  specularmap: {
16
- specularMap: IUniform;
21
+ specularMap: IUniform<unknown>;
22
+ specularMapTransform: IUniform<Matrix3>;
17
23
  };
18
24
  envmap: {
19
- envMap: IUniform;
20
- flipEnvMap: IUniform;
21
- reflectivity: IUniform;
22
- ior: IUniform;
23
- refractRatio: IUniform;
24
- backgroundBlurriness: IUniform;
25
+ envMap: IUniform<unknown>;
26
+ flipEnvMap: IUniform<number>;
27
+ reflectivity: IUniform<number>;
28
+ ior: IUniform<number>;
29
+ refractRatio: IUniform<number>;
25
30
  };
26
31
  aomap: {
27
- aoMap: IUniform;
28
- aoMapIntensity: IUniform;
32
+ aoMap: IUniform<unknown>;
33
+ aoMapIntensity: IUniform<number>;
34
+ aoMapTransform: IUniform<Matrix3>;
29
35
  };
30
36
  lightmap: {
31
- lightMap: IUniform;
32
- lightMapIntensity: IUniform;
33
- };
34
- emissivemap: {
35
- emissiveMap: IUniform;
37
+ lightMap: IUniform<number>;
38
+ lightMapIntensity: IUniform<number>;
39
+ lightMapTransform: IUniform<Matrix3>;
36
40
  };
37
41
  bumpmap: {
38
- bumpMap: IUniform;
39
- bumpScale: IUniform;
42
+ bumpMap: IUniform<unknown>;
43
+ bumpMapTransform: IUniform<Matrix3>;
44
+ bumpScale: IUniform<number>;
40
45
  };
41
46
  normalmap: {
42
- normalMap: IUniform;
43
- normalScale: IUniform;
47
+ normalMap: IUniform<unknown>;
48
+ normalMapTransform: IUniform<Matrix3>;
49
+ normalScale: IUniform<Vector2>;
44
50
  };
45
51
  displacementmap: {
46
- displacementMap: IUniform;
47
- displacementScale: IUniform;
48
- displacementBias: IUniform;
52
+ displacementMap: IUniform<unknown>;
53
+ displacementMapTransform: IUniform<Matrix3>;
54
+ displacementScale: IUniform<number>;
55
+ displacementBias: IUniform<number>;
49
56
  };
50
- roughnessmap: {
51
- roughnessMap: IUniform;
57
+ emissivemap: {
58
+ emissiveMap: IUniform<unknown>;
59
+ emissiveMapTransform: IUniform<Matrix3>;
52
60
  };
53
61
  metalnessmap: {
54
- metalnessMap: IUniform;
62
+ metalnessMap: IUniform<unknown>;
63
+ metalnessMapTransform: IUniform<Matrix3>;
64
+ };
65
+ roughnessmap: {
66
+ roughnessMap: IUniform<unknown>;
67
+ roughnessMapTransform: IUniform<Matrix3>;
55
68
  };
56
69
  gradientmap: {
57
- gradientMap: IUniform;
70
+ gradientMap: IUniform<unknown>;
58
71
  };
59
72
  fog: {
60
- fogDensity: IUniform;
61
- fogNear: IUniform;
62
- fogFar: IUniform;
63
- fogColor: IUniform;
73
+ fogDensity: IUniform<number>;
74
+ fogNear: IUniform<number>;
75
+ fogFar: IUniform<number>;
76
+ fogColor: IUniform<Color>;
64
77
  };
65
78
  lights: {
66
- ambientLightColor: IUniform;
79
+ ambientLightColor: IUniform<unknown[]>;
80
+ lightProbe: IUniform<unknown[]>;
67
81
  directionalLights: {
68
- value: any[];
82
+ value: unknown[];
69
83
  properties: {
70
84
  direction: {};
71
85
  color: {};
72
86
  };
73
87
  };
74
88
  directionalLightShadows: {
75
- value: any[];
89
+ value: unknown[];
76
90
  properties: {
77
91
  shadowBias: {};
78
92
  shadowNormalBias: {};
@@ -80,10 +94,10 @@ export let UniformsLib: {
80
94
  shadowMapSize: {};
81
95
  };
82
96
  };
83
- directionalShadowMap: IUniform;
84
- directionalShadowMatrix: IUniform;
97
+ directionalShadowMap: IUniform<unknown[]>;
98
+ directionalShadowMatrix: IUniform<unknown[]>;
85
99
  spotLights: {
86
- value: any[];
100
+ value: unknown[];
87
101
  properties: {
88
102
  color: {};
89
103
  position: {};
@@ -95,7 +109,7 @@ export let UniformsLib: {
95
109
  };
96
110
  };
97
111
  spotLightShadows: {
98
- value: any[];
112
+ value: unknown[];
99
113
  properties: {
100
114
  shadowBias: {};
101
115
  shadowNormalBias: {};
@@ -103,10 +117,11 @@ export let UniformsLib: {
103
117
  shadowMapSize: {};
104
118
  };
105
119
  };
106
- spotShadowMap: IUniform;
107
- spotShadowMatrix: IUniform;
120
+ spotLightMap: IUniform<unknown[]>;
121
+ spotShadowMap: IUniform<unknown[]>;
122
+ spotLightMatrix: IUniform<unknown[]>;
108
123
  pointLights: {
109
- value: any[];
124
+ value: unknown[];
110
125
  properties: {
111
126
  color: {};
112
127
  position: {};
@@ -115,18 +130,20 @@ export let UniformsLib: {
115
130
  };
116
131
  };
117
132
  pointLightShadows: {
118
- value: any[];
133
+ value: unknown[];
119
134
  properties: {
120
135
  shadowBias: {};
121
136
  shadowNormalBias: {};
122
137
  shadowRadius: {};
123
138
  shadowMapSize: {};
139
+ shadowCameraNear: {};
140
+ shadowCameraFar: {};
124
141
  };
125
142
  };
126
- pointShadowMap: IUniform;
127
- pointShadowMatrix: IUniform;
143
+ pointShadowMap: IUniform<unknown[]>;
144
+ pointShadowMatrix: IUniform<unknown[]>;
128
145
  hemisphereLights: {
129
- value: any[];
146
+ value: unknown[];
130
147
  properties: {
131
148
  direction: {};
132
149
  skycolor: {};
@@ -134,7 +151,7 @@ export let UniformsLib: {
134
151
  };
135
152
  };
136
153
  rectAreaLights: {
137
- value: any[];
154
+ value: unknown[];
138
155
  properties: {
139
156
  color: {};
140
157
  position: {};
@@ -142,13 +159,27 @@ export let UniformsLib: {
142
159
  height: {};
143
160
  };
144
161
  };
162
+ ltc_1: IUniform<unknown>;
163
+ ltc_2: IUniform<unknown>;
145
164
  };
146
165
  points: {
147
- diffuse: IUniform;
148
- opacity: IUniform;
149
- size: IUniform;
150
- scale: IUniform;
151
- map: IUniform;
152
- uvTransform: IUniform;
166
+ diffuse: IUniform<Color>;
167
+ opacity: IUniform<number>;
168
+ size: IUniform<number>;
169
+ scale: IUniform<number>;
170
+ map: IUniform<unknown>;
171
+ alphaMap: IUniform<unknown>;
172
+ alphaTest: IUniform<number>;
173
+ uvTransform: IUniform<Matrix3>;
174
+ };
175
+ sprite: {
176
+ diffuse: IUniform<Color>;
177
+ opacity: IUniform<number>;
178
+ center: IUniform<Vector2>;
179
+ rotation: IUniform<number>;
180
+ map: IUniform<unknown>;
181
+ mapTransform: IUniform<Matrix3>;
182
+ alphaMap: IUniform<unknown>;
183
+ alphaTest: IUniform<number>;
153
184
  };
154
185
  };
@@ -123,6 +123,11 @@ export class Texture extends EventDispatcher {
123
123
  */
124
124
  mapping: AnyMapping;
125
125
 
126
+ /**
127
+ * Lets you select the uv attribute to map the texture to. `0` for `uv` and `1` for `uv2`.
128
+ */
129
+ channel: number;
130
+
126
131
  /**
127
132
  * This defines how the {@link Texture} is wrapped *horizontally* and corresponds to **U** in UV mapping.
128
133
  * @remarks for **WEBGL1** - tiling of images in textures only functions if image dimensions are powers of two
@@ -232,26 +237,6 @@ export class Texture extends EventDispatcher {
232
237
  /**
233
238
  * How much a single repetition of the texture is offset from the beginning, in each direction **U** and **V**.
234
239
  * @remarks Typical range is `0.0` to `1.0`.
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- * @remarks
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- * The below texture types share the `first` uv channel in the engine.
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- * The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:
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- * - color map
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- * - specular map
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- * - displacement map
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- * - normal map
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- * - bump map
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- * - roughness map
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- * - metalness map
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- * - alpha map
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- * - emissive map
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- * - clearcoat map
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- * - clearcoat normal map
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- * - clearcoat roughnessMap map
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- * @remarks
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- * The below {@link Texture} types share the `second` uv channel in the engine.
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- * The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:
253
- * - ao map
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- * - light map
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  * @defaultValue `new THREE.Vector2(0, 0)`
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  */
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  offset: Vector2;
@@ -261,8 +246,6 @@ export class Texture extends EventDispatcher {
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246
  * @remarks
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  * If repeat is set greater than `1` in either direction, the corresponding *Wrap* parameter should
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  * also be set to {@link THREE.RepeatWrapping} or {@link THREE.MirroredRepeatWrapping} to achieve the desired tiling effect.
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- * @remarks
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- * Setting different repeat values for textures is restricted in the same way like {@link .offset | .offset}.
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  * @see {@link wrapS}
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  * @see {@link wrapT}
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  * @defaultValue `new THREE.Vector2( 1, 1 )`
@@ -1,12 +0,0 @@
1
- import AnalyticLightNode from './AnalyticLightNode';
2
- import Node from '../core/Node';
3
- import { PointLight, SpotLight } from '../../../../src/Three';
4
-
5
- export type PunctualLight = PointLight | SpotLight;
6
-
7
- export default class PunctualLightNode extends AnalyticLightNode<PunctualLight> {
8
- cutoffDistanceNode: Node;
9
- decayExponentNode: Node;
10
-
11
- constructor(light?: PunctualLight | null);
12
- }