@types/three 0.150.2 → 0.152.0

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Files changed (118) hide show
  1. three/README.md +2 -2
  2. three/build/three.min.d.ts +2 -0
  3. three/build/three.module.min.d.ts +2 -0
  4. three/examples/jsm/controls/MapControls.d.ts +21 -0
  5. three/examples/jsm/controls/OrbitControls.d.ts +1 -5
  6. three/examples/jsm/controls/PointerLockControls.d.ts +3 -0
  7. three/examples/jsm/controls/TrackballControls.d.ts +2 -0
  8. three/examples/jsm/helpers/ViewHelper.d.ts +3 -4
  9. three/examples/jsm/libs/tween.module.d.ts +2 -0
  10. three/examples/jsm/loaders/GLTFLoader.d.ts +2 -4
  11. three/examples/jsm/loaders/SVGLoader.d.ts +15 -3
  12. three/examples/jsm/nodes/Nodes.d.ts +131 -226
  13. three/examples/jsm/nodes/{core → code}/CodeNode.d.ts +2 -3
  14. three/examples/jsm/nodes/{core → code}/ExpressionNode.d.ts +2 -2
  15. three/examples/jsm/nodes/{core → code}/FunctionCallNode.d.ts +2 -2
  16. three/examples/jsm/nodes/{core → code}/FunctionNode.d.ts +4 -4
  17. three/examples/jsm/nodes/core/InputNode.d.ts +4 -0
  18. three/examples/jsm/nodes/core/NodeBuilder.d.ts +1 -11
  19. three/examples/jsm/nodes/core/NodeUtils.d.ts +8 -2
  20. three/examples/jsm/nodes/core/{VaryNode.d.ts → VaryingNode.d.ts} +1 -1
  21. three/examples/jsm/nodes/core/constants.d.ts +1 -0
  22. three/examples/jsm/nodes/fog/FogNode.d.ts +1 -1
  23. three/examples/jsm/nodes/geometry/RangeNode.d.ts +2 -1
  24. three/examples/jsm/nodes/lighting/LightUtils.d.ts +4 -0
  25. three/examples/jsm/nodes/lighting/PointLightNode.d.ts +10 -0
  26. three/examples/jsm/nodes/lighting/SpotLightNode.d.ts +15 -0
  27. three/examples/jsm/nodes/materials/LineBasicNodeMaterial.d.ts +0 -7
  28. three/examples/jsm/nodes/materials/MeshBasicNodeMaterial.d.ts +0 -9
  29. three/examples/jsm/nodes/materials/MeshStandardNodeMaterial.d.ts +0 -9
  30. three/examples/jsm/nodes/materials/NodeMaterial.d.ts +17 -1
  31. three/examples/jsm/nodes/math/MathNode.d.ts +2 -2
  32. three/examples/jsm/nodes/shadernode/ShaderNodeBaseElements.d.ts +2 -2
  33. three/examples/jsm/nodes/shadernode/ShaderNodeElements.d.ts +0 -2
  34. three/examples/jsm/objects/{GroundProjectedEnv.d.ts → GroundProjectedSkybox.d.ts} +1 -1
  35. three/examples/jsm/postprocessing/Pass.d.ts +2 -0
  36. three/examples/jsm/renderers/CSS2DRenderer.d.ts +2 -1
  37. three/examples/jsm/renderers/CSS3DRenderer.d.ts +2 -2
  38. three/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.d.ts +1 -21
  39. three/examples/jsm/utils/BufferGeometryUtils.d.ts +12 -2
  40. three/examples/jsm/utils/SkeletonUtils.d.ts +3 -19
  41. three/index.d.ts +1 -1
  42. three/package.json +3 -2
  43. three/src/Three.d.ts +1 -0
  44. three/src/constants.d.ts +3 -23
  45. three/src/core/BufferGeometry.d.ts +60 -33
  46. three/src/core/Raycaster.d.ts +2 -1
  47. three/src/extras/DataUtils.d.ts +13 -0
  48. three/src/extras/Earcut.d.ts +12 -0
  49. three/src/extras/ImageUtils.d.ts +20 -20
  50. three/src/extras/PMREMGenerator.d.ts +66 -0
  51. three/src/extras/ShapeUtils.d.ts +19 -1
  52. three/src/extras/core/Curve.d.ts +86 -31
  53. three/src/extras/core/CurvePath.d.ts +46 -4
  54. three/src/extras/core/Interpolations.d.ts +36 -0
  55. three/src/extras/core/Path.d.ts +122 -15
  56. three/src/extras/core/Shape.d.ts +56 -6
  57. three/src/extras/core/ShapePath.d.ts +73 -8
  58. three/src/extras/curves/ArcCurve.d.ts +35 -3
  59. three/src/extras/curves/CatmullRomCurve3.d.ts +62 -15
  60. three/src/extras/curves/CubicBezierCurve.d.ts +48 -7
  61. three/src/extras/curves/CubicBezierCurve3.d.ts +48 -7
  62. three/src/extras/curves/EllipseCurve.d.ts +73 -18
  63. three/src/extras/curves/LineCurve.d.ts +26 -5
  64. three/src/extras/curves/LineCurve3.d.ts +26 -5
  65. three/src/extras/curves/QuadraticBezierCurve.d.ts +44 -6
  66. three/src/extras/curves/QuadraticBezierCurve3.d.ts +44 -6
  67. three/src/extras/curves/SplineCurve.d.ts +39 -3
  68. three/src/helpers/ArrowHelper.d.ts +47 -16
  69. three/src/helpers/AxesHelper.d.ts +35 -3
  70. three/src/helpers/Box3Helper.d.ts +28 -4
  71. three/src/helpers/BoxHelper.d.ts +44 -4
  72. three/src/helpers/CameraHelper.d.ts +38 -19
  73. three/src/helpers/DirectionalLightHelper.d.ts +57 -10
  74. three/src/helpers/GridHelper.d.ts +32 -6
  75. three/src/helpers/HemisphereLightHelper.d.ts +56 -3
  76. three/src/helpers/PlaneHelper.d.ts +31 -8
  77. three/src/helpers/PointLightHelper.d.ts +54 -6
  78. three/src/helpers/PolarGridHelper.d.ts +35 -8
  79. three/src/helpers/SkeletonHelper.d.ts +56 -8
  80. three/src/helpers/SpotLightHelper.d.ts +59 -4
  81. three/src/lights/AmbientLight.d.ts +23 -10
  82. three/src/lights/AmbientLightProbe.d.ts +18 -0
  83. three/src/lights/DirectionalLight.d.ts +75 -20
  84. three/src/lights/DirectionalLightShadow.d.ts +68 -2
  85. three/src/lights/HemisphereLight.d.ts +45 -12
  86. three/src/lights/HemisphereLightProbe.d.ts +19 -0
  87. three/src/lights/Light.d.ts +40 -43
  88. three/src/lights/LightProbe.d.ts +32 -5
  89. three/src/lights/LightShadow.d.ts +100 -18
  90. three/src/lights/PointLight.d.ts +57 -12
  91. three/src/lights/PointLightShadow.d.ts +18 -2
  92. three/src/lights/RectAreaLight.d.ts +60 -8
  93. three/src/lights/SpotLight.d.ts +105 -20
  94. three/src/lights/SpotLightShadow.d.ts +63 -3
  95. three/src/materials/LineBasicMaterial.d.ts +7 -1
  96. three/src/materials/MeshDistanceMaterial.d.ts +0 -15
  97. three/src/materials/ShaderMaterial.d.ts +1 -1
  98. three/src/math/Color.d.ts +23 -2
  99. three/src/math/Quaternion.d.ts +6 -0
  100. three/src/math/Triangle.d.ts +40 -0
  101. three/src/math/Vector2.d.ts +5 -0
  102. three/src/math/Vector3.d.ts +10 -3
  103. three/src/objects/InstancedMesh.d.ts +22 -30
  104. three/src/objects/LineSegments.d.ts +2 -0
  105. three/src/objects/Points.d.ts +7 -6
  106. three/src/objects/Skeleton.d.ts +5 -1
  107. three/src/objects/SkinnedMesh.d.ts +37 -25
  108. three/src/renderers/WebGLRenderTarget.d.ts +3 -0
  109. three/src/renderers/WebGLRenderer.d.ts +25 -1
  110. three/src/renderers/shaders/ShaderChunk.d.ts +58 -37
  111. three/src/renderers/shaders/UniformsLib.d.ts +88 -57
  112. three/src/textures/CanvasTexture.d.ts +0 -1
  113. three/src/textures/CompressedTexture.d.ts +3 -2
  114. three/src/textures/CubeTexture.d.ts +3 -4
  115. three/src/textures/DataTexture.d.ts +3 -3
  116. three/src/textures/Texture.d.ts +37 -24
  117. three/examples/jsm/nodes/functions/light/getDistanceAttenuation.d.ts +0 -5
  118. three/examples/jsm/nodes/lighting/PunctualLightNode.d.ts +0 -12
@@ -3,12 +3,30 @@ import { Light } from './Light';
3
3
  import { PointLightShadow } from './PointLightShadow';
4
4
 
5
5
  /**
6
+ * A light that gets emitted from a single point in all directions
7
+ * @remarks
8
+ * A common use case for this is to replicate the light emitted from a bare lightbulb.
6
9
  * @example
7
- * const light = new THREE.PointLight( 0xff0000, 1, 100 );
8
- * light.position.set( 50, 50, 50 );
9
- * scene.add( light );
10
+ * ```typescript
11
+ * const light = new THREE.PointLight(0xff0000, 1, 100);
12
+ * light.position.set(50, 50, 50);
13
+ * scene.add(light);
14
+ * ```
15
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_pointlights | lights / pointlights }
16
+ * @see Example: {@link https://threejs.org/examples/#webgl_effects_anaglyph | effects / anaglyph }
17
+ * @see Example: {@link https://threejs.org/examples/#webgl_geometry_text | geometry / text }
18
+ * @see Example: {@link https://threejs.org/examples/#webgl_lensflares | lensflares }
19
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/PointLight | Official Documentation}
20
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/PointLight.js | Source}
10
21
  */
11
- export class PointLight extends Light {
22
+ export class PointLight extends Light<PointLightShadow> {
23
+ /**
24
+ * Creates a new PointLight.
25
+ * @param color Hexadecimal color of the light. Default is 0xffffff (white). Expects a `Integer`
26
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`
27
+ * @param distance Maximum range of the light. Default is 0 (no limit).
28
+ * @param decay The amount the light dims along the distance of the light. Expects a `Float`. Default `2`
29
+ */
12
30
  constructor(color?: ColorRepresentation, intensity?: number, distance?: number, decay?: number);
13
31
 
14
32
  /**
@@ -17,34 +35,61 @@ export class PointLight extends Light {
17
35
  type: string;
18
36
 
19
37
  /**
20
- * Light's intensity.
21
- * @default 2
38
+ * The light's intensity.
39
+ *
40
+ * When **{@link WebGLRenderer.physicallyCorrectLights | physically correct} mode** — intensity is the luminous intensity of the light measured in candela (cd).
41
+ * @remarks Changing the intensity will also change the light's power.
42
+ * @remarks Expects a `Float`
43
+ * @defaultValue `1`
22
44
  */
23
45
  intensity: number;
24
46
 
25
47
  /**
26
- * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
27
- * @default 0
48
+ * When **Default mode** When distance is zero, light does not attenuate. When distance is non-zero,
49
+ * light will attenuate linearly from maximum intensity at the light's position down to zero at this distance from the light.
50
+ *
51
+ * When **{@link WebGLRenderer.physicallyCorrectLights | Physically correct} rendering mode** — When distance is zero,
52
+ * light will attenuate according to inverse-square law to infinite distance.
53
+ * When distance is non-zero, light will attenuate according to inverse-square law until near the distance cutoff,
54
+ * where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not physically correct.
55
+ *
56
+ * @defaultValue `0.0`
57
+ * @remarks Expects a `Float`
28
58
  */
29
59
  distance: number;
30
60
 
31
61
  /**
32
62
  * If set to `true` light will cast dynamic shadows.
33
63
  * **Warning**: This is expensive and requires tweaking to get shadows looking right.
34
- * See the {@link PointLightShadow} for details.
35
- * The default is `false`.
64
+ * @see {@link THREE.PointLightShadow | PointLightShadow} for details.
65
+ * @defaultValue `false`
36
66
  */
37
67
  castShadow: boolean;
38
68
 
39
69
  /**
40
- * @default 1
70
+ * The amount the light dims along the distance of the light.
71
+ * In **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — the default value **should not** be changed.
72
+ * @remarks Expects a `Float`
73
+ * @defaultValue `2`
41
74
  */
42
75
  decay: number;
43
76
 
44
77
  /**
45
- * @default new THREE.PointLightShadow()
78
+ * A {@link THREE.PointLightShadow | PointLightShadow} used to calculate shadows for this light.
79
+ * The lightShadow's {@link LightShadow.camera | camera} is set to
80
+ * a {@link THREE.PerspectiveCamera | PerspectiveCamera} with {@link PerspectiveCamera.fov | fov} of 90,
81
+ * {@link PerspectiveCamera.aspect | aspect} of 1,
82
+ * {@link PerspectiveCamera.near | near} clipping plane at 0.5
83
+ * and {@link PerspectiveCamera.far | far} clipping plane at 500.
84
+ * @defaultValue new THREE.PointLightShadow()
46
85
  */
47
86
  shadow: PointLightShadow;
48
87
 
88
+ /**
89
+ * The light's power.
90
+ * When **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — power is the luminous power of the light measured in lumens (lm).
91
+ * @remarks Changing the power will also change the light's intensity.
92
+ * @remarks Expects a `Float`
93
+ */
49
94
  power: number;
50
95
  }
@@ -1,6 +1,22 @@
1
1
  import { PerspectiveCamera } from './../cameras/PerspectiveCamera';
2
+ import { Light } from './Light';
2
3
  import { LightShadow } from './LightShadow';
3
4
 
4
- export class PointLightShadow extends LightShadow {
5
- camera: PerspectiveCamera;
5
+ /**
6
+ * Shadow for {@link THREE.PointLight | PointLight}
7
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/PointLightShadow.js | Source}
8
+ */
9
+ export class PointLightShadow extends LightShadow<PerspectiveCamera> {
10
+ /**
11
+ * Read-only flag to check if a given object is of type {@link PointLightShadow}.
12
+ * @remarks This is a _constant_ value
13
+ * @defaultValue `true`
14
+ */
15
+ readonly isPointLightShadow = true;
16
+
17
+ /**
18
+ * Update the matrices for the camera and shadow, used internally by the renderer.
19
+ * @param light The light for which the shadow is being rendered.
20
+ */
21
+ override updateMatrices(light: Light, viewportIndex?: number): void;
6
22
  }
@@ -1,30 +1,82 @@
1
1
  import { Light } from './Light';
2
2
  import { ColorRepresentation } from '../math/Color';
3
3
 
4
- export class RectAreaLight extends Light {
4
+ /**
5
+ * {@link RectAreaLight} emits light uniformly across the face a rectangular plane
6
+ * @remarks
7
+ * This light type can be used to simulate light sources such as bright windows or strip lighting.
8
+ * Important Notes:
9
+ * - There is no shadow support.
10
+ * - Only {@link MeshStandardMaterial | MeshStandardMaterial} and {@link MeshPhysicalMaterial | MeshPhysicalMaterial} are supported.
11
+ * - You have to include {@link https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js | RectAreaLightUniformsLib} into your scene and call `init()`.
12
+ * @example
13
+ * ```typescript
14
+ * const width = 10;
15
+ * const height = 10;
16
+ * const intensity = 1;
17
+ * const rectLight = new THREE.RectAreaLight(0xffffff, intensity, width, height);
18
+ * rectLight.position.set(5, 5, 0);
19
+ * rectLight.lookAt(0, 0, 0);
20
+ * scene.add(rectLight)
21
+ * const rectLightHelper = new RectAreaLightHelper(rectLight);
22
+ * rectLight.add(rectLightHelper);
23
+ * ```
24
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_rectarealight | WebGL / {@link RectAreaLight} }
25
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/RectAreaLight | Official Documentation}
26
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/RectAreaLight.js | Source}
27
+ */
28
+ export class RectAreaLight extends Light<undefined> {
29
+ /**
30
+ * Creates a new {@link RectAreaLight}.
31
+ * @param color Hexadecimal color of the light. Default `0xffffff` _(white)_.
32
+ * @param intensity The light's intensity, or brightness. Expects a `Float`. Default `1`
33
+ * @param width Width of the light. Expects a `Float`. Default `10`
34
+ * @param height Height of the light. Expects a `Float`. Default `10`
35
+ */
5
36
  constructor(color?: ColorRepresentation, intensity?: number, width?: number, height?: number);
6
37
 
7
38
  /**
8
- * @default 'RectAreaLight'
39
+ * Read-only flag to check if a given object is of type {@link RectAreaLight}.
40
+ * @remarks This is a _constant_ value
41
+ * @defaultValue `true`
42
+ */
43
+ readonly isRectAreaLight: true;
44
+
45
+ /**
46
+ * A Read-only _string_ to check if `this` object type.
47
+ * @remarks Sub-classes will update this value.
48
+ * @defaultValue `RectAreaLight`
9
49
  */
10
- type: string;
50
+ override readonly type: string | 'RectAreaLight';
11
51
 
12
52
  /**
13
- * @default 10
53
+ * The width of the light.
54
+ * @remarks Expects a `Float`
55
+ * @defaultValue `10`
14
56
  */
15
57
  width: number;
16
58
 
17
59
  /**
18
- * @default 10
60
+ * The height of the light.
61
+ * @remarks Expects a `Float`
62
+ * @defaultValue `10`
19
63
  */
20
64
  height: number;
21
65
 
22
66
  /**
23
- * @default 1
67
+ * The light's intensity.
68
+ * @remarks Changing the intensity will also change the light's power.
69
+ * In **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — intensity is the luminance (brightness) of the light measured in nits (cd/m^2).
70
+ * @remarks Expects a `Float`
71
+ * @defaultValue `1`
24
72
  */
25
73
  intensity: number;
26
74
 
75
+ /**
76
+ * The light's power.
77
+ * @remarks Changing the power will also change the light's intensity.
78
+ * In **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — power is the luminous power of the light measured in lumens (lm).
79
+ * @remarks Expects a `Float`
80
+ */
27
81
  power: number;
28
-
29
- readonly isRectAreaLight: true;
30
82
  }
@@ -6,9 +6,36 @@ import { ColorRepresentation } from '../math/Color';
6
6
  import { Texture } from '../textures/Texture';
7
7
 
8
8
  /**
9
- * A point light that can cast shadow in one direction.
9
+ * This light gets emitted from a single point in one direction, along a cone that increases in size the further from the light it gets.
10
+ * @example
11
+ * ```typescript
12
+ * // white {@link SpotLight} shining from the side, modulated by a texture, casting a shadow
13
+ * const {@link SpotLight} = new THREE.SpotLight(0xffffff);
14
+ * spotLight.position.set(100, 1000, 100);
15
+ * spotLight.map = new THREE.TextureLoader().load(url);
16
+ * spotLight.castShadow = true;
17
+ * spotLight.shadow.mapSize.width = 1024;
18
+ * spotLight.shadow.mapSize.height = 1024;
19
+ * spotLight.shadow.camera.near = 500;
20
+ * spotLight.shadow.camera.far = 4000;
21
+ * spotLight.shadow.camera.fov = 30;
22
+ * scene.add(spotLight);
23
+ * ```
24
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_spotlight | lights / {@link SpotLight} }
25
+ * @see Example: {@link https://threejs.org/examples/#webgl_lights_spotlights | lights / spotlights }
26
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/SpotLight | Official Documentation}
27
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/SpotLight.js | Source}
10
28
  */
11
- export class SpotLight extends Light {
29
+ export class SpotLight extends Light<SpotLightShadow> {
30
+ /**
31
+ * Creates a new SpotLight.
32
+ * @param color Hexadecimal color of the light. Default `0xffffff` _(white)_.
33
+ * @param intensity Numeric value of the light's strength/intensity. Expects a `Float`. Default `1`.
34
+ * @param distance Maximum range of the light. Default is 0 (no limit). Expects a `Float`.
35
+ * @param angle Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.
36
+ * @param penumbra Percent of the {@link SpotLight} cone that is attenuated due to penumbra. Takes values between zero and 1. Expects a `Float`. Default `0`.
37
+ * @param decay The amount the light dims along the distance of the light. Expects a `Float`. Default `2`.
38
+ */
12
39
  constructor(
13
40
  color?: ColorRepresentation,
14
41
  intensity?: number,
@@ -19,61 +46,119 @@ export class SpotLight extends Light {
19
46
  );
20
47
 
21
48
  /**
22
- * @default 'SpotLight'
49
+ * Read-only flag to check if a given object is of type {@link SpotLight}.
50
+ * @remarks This is a _constant_ value
51
+ * @defaultValue `true`
23
52
  */
24
- type: string;
53
+ readonly isSpotLight: true;
25
54
 
26
55
  /**
27
- * This is set equal to {@link Object3D.DEFAULT_UP} (0, 1, 0), so that the light shines from the top down.
28
- *
29
- * @default {@link Object3D.DEFAULT_UP}
56
+ * A Read-only _string_ to check if `this` object type.
57
+ * @remarks Sub-classes will update this value.
58
+ * @defaultValue `SpotLight`
59
+ */
60
+ override readonly type: string | 'SpotLight';
61
+
62
+ /**
63
+ * This is set equal to {@link THREE.Object3D.DEFAULT_UP | Object3D.DEFAULT_UP} (0, 1, 0), so that the light shines from the top down.
64
+ * @defaultValue `{@link Object3D.DEFAULT_UP}`
30
65
  */
31
66
  position: Vector3;
32
67
 
33
68
  /**
34
- * Spotlight focus points at target.position.
35
- * @default new THREE.Object3D()
69
+ * The {@link SpotLight} points from its {@link SpotLight.position | position} to target.position.
70
+ * @remarks
71
+ * **Note**: For the target's position to be changed to anything other than the default,
72
+ * it must be added to the {@link Scene | scene} using
73
+ *
74
+ * ```typescript
75
+ * scene.add( light.target );
76
+ * ```
77
+ *
78
+ * This is so that the target's {@link Object3D.matrixWorld | matrixWorld} gets automatically updated each frame.
79
+ * It is also possible to set the target to be another object in the scene (anything with a {@link THREE.Object3D.position | position} property), like so:
80
+ * ```typescript
81
+ * const targetObject = new THREE.Object3D();
82
+ * scene.add(targetObject);
83
+ * light.target = targetObject;
84
+ * ```
85
+ * The {@link SpotLight} will now track the target object.
86
+ * @defaultValue `new THREE.Object3D()` _The default position of the target is *(0, 0, 0)*._
36
87
  */
37
88
  target: Object3D;
38
89
 
39
90
  /**
40
- * Light's intensity.
41
- * @default 2
91
+ * If set to `true` light will cast dynamic shadows.
92
+ * @remarks **Warning**: This is expensive and requires tweaking to get shadows looking right. the {@link THREE.SpotLightShadow | SpotLightShadow} for details.
93
+ * @defaultValue `false`
94
+ */
95
+ override castShadow: boolean;
96
+
97
+ /**
98
+ * The light's intensity.
99
+ * @remarks Changing the intensity will also change the light's power.
100
+ * When **{@link WebGLRenderer.physicallyCorrectLights | Physically correct} rendering mode** — intensity is the luminous intensity of the light measured in candela (cd).
101
+ * @remarks Expects a `Float`
102
+ * @defaultValue `1`
42
103
  */
43
104
  intensity: number;
44
105
 
45
106
  /**
46
- * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
47
- * @default 0
107
+ * When **Default mode** When distance is zero, light does not attenuate. When distance is non-zero,
108
+ * light will attenuate linearly from maximum intensity at the light's position down to zero at this distance from the light.
109
+ *
110
+ * When **{@link WebGLRenderer.physicallyCorrectLights | Physically correct} rendering mode** — When distance is zero,
111
+ * light will attenuate according to inverse-square law to infinite distance.
112
+ * When distance is non-zero, light will attenuate according to inverse-square law until near the distance cutoff,
113
+ * where it will then attenuate quickly and smoothly to `0`. Inherently, cutoffs are not physically correct.
114
+ * @remarks Expects a `Float`
115
+ * @defaultValue `0.0`
48
116
  */
49
117
  distance: number;
50
118
 
51
119
  /**
52
120
  * Maximum extent of the spotlight, in radians, from its direction.
53
- * @default Math.PI / 3.
121
+ * @remarks Should be no more than `Math.PI/2`.
122
+ * @remarks Expects a `Float`
123
+ * @defaultValue `Math.PI / 3`
54
124
  */
55
125
  angle: number;
56
126
 
57
127
  /**
58
- * @default 1
128
+ * The amount the light dims along the distance of the light.
129
+ * In **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — the default value should not be changed.
130
+ * @remarks Expects a `Float`
131
+ * @defaultValue `2`
59
132
  */
60
133
  decay: number;
61
134
 
62
135
  /**
63
- * @default new THREE.SpotLightShadow()
136
+ * A {@link THREE.SpotLightShadow | SpotLightShadow} used to calculate shadows for this light.
137
+ * @defaultValue `new THREE.SpotLightShadow()`
64
138
  */
65
139
  shadow: SpotLightShadow;
140
+
141
+ /**
142
+ * The light's power.
143
+ * @remarks Changing the power will also change the light's intensity.
144
+ * In **{@link WebGLRenderer.physicallyCorrectLights | physically correct} rendering mode** — power is the luminous power of the light measured in lumens (lm).
145
+ * @remarks Expects a `Float`
146
+ */
66
147
  power: number;
67
148
 
68
149
  /**
69
- * @default 0
150
+ * Percent of the {@link SpotLight} cone that is attenuated due to penumbra.
151
+ * @remarks Takes values between zero and 1.
152
+ * @remarks Expects a `Float`
153
+ * @defaultValue `0.0`
70
154
  */
71
155
  penumbra: number;
72
156
 
73
157
  /**
74
- * @default null
158
+ * A {@link THREE.Texture | Texture} used to modulate the color of the light.
159
+ * The spot light color is mixed with the _RGB_ value of this texture, with a ratio corresponding to its alpha value.
160
+ * The cookie-like masking effect is reproduced using pixel values (0, 0, 0, 1-cookie_value).
161
+ * @remarks **Warning**: {@link SpotLight.map} is disabled if {@link SpotLight.castShadow} is `false`.
75
162
  */
76
163
  map: Texture | null;
77
-
78
- readonly isSpotLight: true;
79
164
  }
@@ -1,12 +1,72 @@
1
1
  import { PerspectiveCamera } from './../cameras/PerspectiveCamera';
2
2
  import { LightShadow } from './LightShadow';
3
3
 
4
- export class SpotLightShadow extends LightShadow {
5
- camera: PerspectiveCamera;
4
+ /**
5
+ * This is used internally by {@link SpotLight | SpotLights} for calculating shadows.
6
+ * @example
7
+ * ```typescript
8
+ * //Create a WebGLRenderer and turn on shadows in the renderer
9
+ * const renderer = new THREE.WebGLRenderer();
10
+ * renderer.shadowMap.enabled = true;
11
+ * renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
12
+ * //Create a SpotLight and turn on shadows for the light
13
+ * const light = new THREE.SpotLight(0xffffff);
14
+ * light.castShadow = true; // default false
15
+ * scene.add(light);
16
+ * //Set up shadow properties for the light
17
+ * light.shadow.mapSize.width = 512; // default
18
+ * light.shadow.mapSize.height = 512; // default
19
+ * light.shadow.camera.near = 0.5; // default
20
+ * light.shadow.camera.far = 500; // default
21
+ * light.shadow.focus = 1; // default
22
+ * //Create a sphere that cast shadows (but does not receive them)
23
+ * const sphereGeometry = new THREE.SphereGeometry(5, 32, 32);
24
+ * const sphereMaterial = new THREE.MeshStandardMaterial({
25
+ * color: 0xff0000
26
+ * });
27
+ * const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
28
+ * sphere.castShadow = true; //default is false
29
+ * sphere.receiveShadow = false; //default
30
+ * scene.add(sphere);
31
+ * //Create a plane that receives shadows (but does not cast them)
32
+ * const planeGeometry = new THREE.PlaneGeometry(20, 20, 32, 32);
33
+ * const planeMaterial = new THREE.MeshStandardMaterial({
34
+ * color: 0x00ff00
35
+ * })
36
+ * const plane = new THREE.Mesh(planeGeometry, planeMaterial);
37
+ * plane.receiveShadow = true;
38
+ * scene.add(plane);
39
+ * //Create a helper for the shadow camera (optional)
40
+ * const helper = new THREE.CameraHelper(light.shadow.camera);
41
+ * scene.add(helper);
42
+ * ```
43
+ * @see {@link https://threejs.org/docs/index.html#api/en/lights/shadows/SpotLightShadow | Official Documentation}
44
+ * @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/SpotLightShadow.js | Source}
45
+ */
46
+ export class SpotLightShadow extends LightShadow<PerspectiveCamera> {
47
+ /**
48
+ * Read-only flag to check if a given object is of type {@link SpotLightShadow}.
49
+ * @remarks This is a _constant_ value
50
+ * @defaultValue `true`
51
+ */
6
52
  readonly isSpotLightShadow: true;
7
53
 
8
54
  /**
9
- * @default 1
55
+ * The light's view of the world.
56
+ * @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.
57
+ * @remarks
58
+ * The {@link THREE.PerspectiveCamera.fov | fov} will track the {@link THREE.SpotLight.angle | angle} property
59
+ * of the owning {@link SpotLight | SpotLight} via the {@link SpotLightShadow.update | update} method.
60
+ * Similarly, the {@link THREE.PerspectiveCamera.aspect | aspect} property will track the aspect of the {@link LightShadow.mapSize | mapSize}.
61
+ * If the {@link SpotLight.distance | distance} property of the light is set, the {@link THREE.PerspectiveCamera.far | far} clipping plane will track that, otherwise it defaults to `500`.
62
+ * @defaultValue is a {@link THREE.PerspectiveCamera | PerspectiveCamera} with {@link THREE.PerspectiveCamera.near | near} clipping plane at `0.5`.
63
+ */
64
+ camera: PerspectiveCamera;
65
+
66
+ /**
67
+ * Used to focus the shadow camera.
68
+ * @remarks The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is `[0, 1]`. 0`.
69
+ * @defaultValue `1`
10
70
  */
11
71
  focus: number;
12
72
  }
@@ -1,5 +1,6 @@
1
- import { Color, ColorRepresentation } from './../math/Color';
1
+ import { Color, ColorRepresentation } from '../math/Color';
2
2
  import { MaterialParameters, Material } from './Material';
3
+ import { Texture } from '../textures/Texture';
3
4
 
4
5
  export interface LineBasicMaterialParameters extends MaterialParameters {
5
6
  color?: ColorRepresentation | undefined;
@@ -43,5 +44,10 @@ export class LineBasicMaterial extends Material {
43
44
  */
44
45
  linejoin: string;
45
46
 
47
+ /**
48
+ * Sets the color of the lines using data from a {@link Texture}.
49
+ */
50
+ map: Texture | null;
51
+
46
52
  setValues(parameters: LineBasicMaterialParameters): void;
47
53
  }
@@ -46,21 +46,6 @@ export class MeshDistanceMaterial extends Material {
46
46
  */
47
47
  displacementBias: number;
48
48
 
49
- /**
50
- * @default 1000
51
- */
52
- farDistance: number;
53
-
54
- /**
55
- * @default 1
56
- */
57
- nearDistance: number;
58
-
59
- /**
60
- * @default new THREE.Vector3()
61
- */
62
- referencePosition: Vector3;
63
-
64
49
  /**
65
50
  * @default false
66
51
  */
@@ -89,7 +89,7 @@ export class ShaderMaterial extends Material {
89
89
  };
90
90
 
91
91
  /**
92
- * @default { 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv2': [ 0, 0 ] }
92
+ * @default { 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv1': [ 0, 0 ] }
93
93
  */
94
94
  defaultAttributeValues: any;
95
95
 
three/src/math/Color.d.ts CHANGED
@@ -1,7 +1,9 @@
1
1
  import { ColorSpace } from '../constants';
2
+ import { Matrix3 } from './Matrix3';
3
+ import { Vector3 } from './Vector3';
2
4
 
3
- import { BufferAttribute } from './../core/BufferAttribute';
4
- import { InterleavedBufferAttribute } from './../core/InterleavedBufferAttribute';
5
+ import { BufferAttribute } from '../core/BufferAttribute';
6
+ import { InterleavedBufferAttribute } from '../core/InterleavedBufferAttribute';
5
7
 
6
8
  export { SRGBToLinear } from './ColorManagement';
7
9
 
@@ -203,6 +205,13 @@ export class Color {
203
205
  b: number;
204
206
 
205
207
  set(color: ColorRepresentation): Color;
208
+
209
+ /**
210
+ * Sets this color's {@link r}, {@link g} and {@link b} components from the x, y, and z components of the specified
211
+ * {@link Vector3 | vector}.
212
+ */
213
+ setFromVector3(vector: Vector3): this;
214
+
206
215
  setScalar(scalar: number): Color;
207
216
  setHex(hex: number, colorSpace?: ColorSpace): Color;
208
217
 
@@ -295,6 +304,12 @@ export class Color {
295
304
  add(color: Color): this;
296
305
  addColors(color1: Color, color2: Color): this;
297
306
  addScalar(s: number): this;
307
+
308
+ /**
309
+ * Applies the transform {@link Matrix3 | m} to this color's RGB components.
310
+ */
311
+ applyMatrix3(m: Matrix3): this;
312
+
298
313
  sub(color: Color): this;
299
314
  multiply(color: Color): this;
300
315
  multiplyScalar(s: number): this;
@@ -326,6 +341,12 @@ export class Color {
326
341
  */
327
342
  toArray(xyz: ArrayLike<number>, offset?: number): ArrayLike<number>;
328
343
 
344
+ /**
345
+ * This method defines the serialization result of Color.
346
+ * @return The color as a hexadecimal value.
347
+ */
348
+ toJSON(): number;
349
+
329
350
  fromBufferAttribute(attribute: BufferAttribute | InterleavedBufferAttribute, index: number): this;
330
351
 
331
352
  [Symbol.iterator](): Generator<number, void>;
@@ -138,6 +138,12 @@ export class Quaternion {
138
138
  */
139
139
  toArray(array: ArrayLike<number>, offset?: number): ArrayLike<number>;
140
140
 
141
+ /**
142
+ * This method defines the serialization result of Quaternion.
143
+ * @return The numerical elements of this quaternion in an array of format [x, y, z, w].
144
+ */
145
+ toJSON(): [number, number, number, number];
146
+
141
147
  /**
142
148
  * Sets x, y, z, w properties of this quaternion from the attribute.
143
149
  * @param attribute the source attribute.
@@ -1,5 +1,6 @@
1
1
  import { Vector2 } from './Vector2';
2
2
  import { Vector3 } from './Vector3';
3
+ import { Vector4 } from './Vector4';
3
4
  import { Plane } from './Plane';
4
5
  import { Box3 } from './Box3';
5
6
 
@@ -39,7 +40,13 @@ export class Triangle {
39
40
  getNormal(target: Vector3): Vector3;
40
41
  getPlane(target: Plane): Plane;
41
42
  getBarycoord(point: Vector3, target: Vector3): Vector3;
43
+ /**
44
+ * @deprecated Triangle.getUV() has been renamed to Triangle.getInterpolation().
45
+ */
42
46
  getUV(point: Vector3, uv1: Vector2, uv2: Vector2, uv3: Vector2, target: Vector2): Vector2;
47
+ getInterpolation(point: Vector3, v1: Vector2, v2: Vector2, v3: Vector2, target: Vector2): Vector2;
48
+ getInterpolation(point: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, target: Vector3): Vector3;
49
+ getInterpolation(point: Vector3, v1: Vector4, v2: Vector4, v3: Vector4, target: Vector4): Vector4;
43
50
  containsPoint(point: Vector3): boolean;
44
51
  intersectsBox(box: Box3): boolean;
45
52
  isFrontFacing(direction: Vector3): boolean;
@@ -49,6 +56,9 @@ export class Triangle {
49
56
  static getNormal(a: Vector3, b: Vector3, c: Vector3, target: Vector3): Vector3;
50
57
  static getBarycoord(point: Vector3, a: Vector3, b: Vector3, c: Vector3, target: Vector3): Vector3;
51
58
  static containsPoint(point: Vector3, a: Vector3, b: Vector3, c: Vector3): boolean;
59
+ /**
60
+ * @deprecated THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().
61
+ */
52
62
  static getUV(
53
63
  point: Vector3,
54
64
  p1: Vector3,
@@ -59,5 +69,35 @@ export class Triangle {
59
69
  uv3: Vector2,
60
70
  target: Vector2,
61
71
  ): Vector2;
72
+ static getInterpolation(
73
+ point: Vector3,
74
+ p1: Vector3,
75
+ p2: Vector3,
76
+ p3: Vector3,
77
+ v1: Vector2,
78
+ v2: Vector2,
79
+ v3: Vector2,
80
+ target: Vector2,
81
+ ): Vector2;
82
+ static getInterpolation(
83
+ point: Vector3,
84
+ p1: Vector3,
85
+ p2: Vector3,
86
+ p3: Vector3,
87
+ v1: Vector3,
88
+ v2: Vector3,
89
+ v3: Vector3,
90
+ target: Vector3,
91
+ ): Vector3;
92
+ static getInterpolation(
93
+ point: Vector3,
94
+ p1: Vector3,
95
+ p2: Vector3,
96
+ p3: Vector3,
97
+ v1: Vector4,
98
+ v2: Vector4,
99
+ v3: Vector4,
100
+ target: Vector4,
101
+ ): Vector4;
62
102
  static isFrontFacing(a: Vector3, b: Vector3, c: Vector3, direction: Vector3): boolean;
63
103
  }
@@ -354,6 +354,11 @@ export class Vector2 implements Vector {
354
354
  */
355
355
  angle(): number;
356
356
 
357
+ /**
358
+ * Returns the angle between this vector and vector {@link Vector2 | v} in radians.
359
+ */
360
+ angleTo(v: Vector2): number;
361
+
357
362
  /**
358
363
  * Computes distance of this vector to v.
359
364
  */