angular-three 0.0.3 → 0.0.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (54) hide show
  1. package/esm2020/index.mjs +28 -1
  2. package/esm2020/lib/canvas.mjs +4 -2
  3. package/esm2020/lib/directives/cursor.mjs +35 -0
  4. package/esm2020/lib/directives/repeat.mjs +20 -0
  5. package/esm2020/lib/instance.mjs +11 -1
  6. package/esm2020/lib/pipes/math.mjs +15 -0
  7. package/esm2020/lib/pipes/pi.mjs +14 -0
  8. package/esm2020/lib/pipes/radian.mjs +14 -0
  9. package/esm2020/lib/pipes/side.mjs +22 -0
  10. package/esm2020/lights/lib/ambient-light/ambient-light.mjs +2 -12
  11. package/esm2020/lights/lib/ambient-light-probe/ambient-light-probe.mjs +2 -12
  12. package/esm2020/lights/lib/directional-light/directional-light.mjs +2 -12
  13. package/esm2020/lights/lib/hemisphere-light/hemisphere-light.mjs +2 -12
  14. package/esm2020/lights/lib/hemisphere-light-probe/hemisphere-light-probe.mjs +2 -12
  15. package/esm2020/lights/lib/light-probe/light-probe.mjs +2 -12
  16. package/esm2020/lights/lib/point-light/point-light.mjs +2 -12
  17. package/esm2020/lights/lib/rect-area-light/rect-area-light.mjs +2 -12
  18. package/esm2020/lights/lib/spot-light/spot-light.mjs +2 -12
  19. package/esm2020/objects/lib/lod/lod.mjs +2 -3
  20. package/esm2020/objects/lib/skeleton/skeleton.mjs +3 -12
  21. package/fesm2015/angular-three-audios.mjs +1 -0
  22. package/fesm2015/angular-three-lights.mjs +9 -100
  23. package/fesm2015/angular-three-lights.mjs.map +1 -1
  24. package/fesm2015/angular-three-objects.mjs +3 -14
  25. package/fesm2015/angular-three-objects.mjs.map +1 -1
  26. package/fesm2015/angular-three.mjs +126 -5
  27. package/fesm2015/angular-three.mjs.map +1 -1
  28. package/fesm2020/angular-three-audios.mjs +1 -0
  29. package/fesm2020/angular-three-lights.mjs +9 -100
  30. package/fesm2020/angular-three-lights.mjs.map +1 -1
  31. package/fesm2020/angular-three-objects.mjs +3 -14
  32. package/fesm2020/angular-three-objects.mjs.map +1 -1
  33. package/fesm2020/angular-three.mjs +123 -5
  34. package/fesm2020/angular-three.mjs.map +1 -1
  35. package/index.d.ts +27 -0
  36. package/lib/canvas.d.ts +2 -2
  37. package/lib/directives/cursor.d.ts +7 -0
  38. package/lib/directives/repeat.d.ts +7 -0
  39. package/lib/pipes/math.d.ts +7 -0
  40. package/lib/pipes/pi.d.ts +7 -0
  41. package/lib/pipes/radian.d.ts +7 -0
  42. package/lib/pipes/side.d.ts +8 -0
  43. package/lights/lib/ambient-light/ambient-light.d.ts +1 -11
  44. package/lights/lib/ambient-light-probe/ambient-light-probe.d.ts +1 -11
  45. package/lights/lib/directional-light/directional-light.d.ts +1 -11
  46. package/lights/lib/hemisphere-light/hemisphere-light.d.ts +1 -11
  47. package/lights/lib/hemisphere-light-probe/hemisphere-light-probe.d.ts +1 -11
  48. package/lights/lib/light-probe/light-probe.d.ts +1 -11
  49. package/lights/lib/point-light/point-light.d.ts +1 -11
  50. package/lights/lib/rect-area-light/rect-area-light.d.ts +1 -11
  51. package/lights/lib/spot-light/spot-light.d.ts +1 -11
  52. package/objects/lib/lod/lod.d.ts +1 -2
  53. package/objects/lib/skeleton/skeleton.d.ts +1 -2
  54. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"angular-three-lights.mjs","sources":["../../../../packages/angular-three/lights/src/lib/light-probe/light-probe.ts","../../../../packages/angular-three/lights/src/lib/ambient-light/ambient-light.ts","../../../../packages/angular-three/lights/src/lib/ambient-light-probe/ambient-light-probe.ts","../../../../packages/angular-three/lights/src/lib/hemisphere-light/hemisphere-light.ts","../../../../packages/angular-three/lights/src/lib/hemisphere-light-probe/hemisphere-light-probe.ts","../../../../packages/angular-three/lights/src/lib/directional-light/directional-light.ts","../../../../packages/angular-three/lights/src/lib/point-light/point-light.ts","../../../../packages/angular-three/lights/src/lib/spot-light/spot-light.ts","../../../../packages/angular-three/lights/src/lib/rect-area-light/rect-area-light.ts","../../../../packages/angular-three/lights/src/index.ts","../../../../packages/angular-three/lights/src/angular-three-lights.ts"],"sourcesContent":["// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtLightProbe extends THREE.LightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.LightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'sh',\n 'intensity',\n 'hex',\n 'color',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-ambient-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtAmbientLight)],\n inputs: [...getInputs()],\n})\nexport class NgtAmbientLight extends THREE.AmbientLight {\n constructor() {\n super(...(injectArgs<typeof THREE.AmbientLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'hex',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-ambient-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtAmbientLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtAmbientLightProbe extends THREE.AmbientLightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.AmbientLightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'sh',\n 'hex',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-hemisphere-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtHemisphereLight)],\n inputs: [...getInputs()],\n})\nexport class NgtHemisphereLight extends THREE.HemisphereLight {\n constructor() {\n super(...(injectArgs<typeof THREE.HemisphereLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_skyColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_groundColor: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'skyColor',\n 'groundColor',\n 'intensity',\n 'position',\n 'hex',\n 'color',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-hemisphere-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtHemisphereLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtHemisphereLightProbe extends THREE.HemisphereLightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.HemisphereLightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_skyColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_groundColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'skyColor',\n 'groundColor',\n 'intensity',\n 'sh',\n 'hex',\n 'color',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-directional-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtDirectionalLight)],\n inputs: [...getInputs()],\n})\nexport class NgtDirectionalLight extends THREE.DirectionalLight {\n constructor() {\n super(...(injectArgs<typeof THREE.DirectionalLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_target: NgtObservableInput<THREE.Object3D>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.DirectionalLightShadow>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'position',\n 'target',\n 'shadow',\n 'hex',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-point-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtPointLight)],\n inputs: [...getInputs()],\n})\nexport class NgtPointLight extends THREE.PointLight {\n constructor() {\n super(...(injectArgs<typeof THREE.PointLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_distance: NgtObservableInput<number>;\n static ngAcceptInputType_decay: NgtObservableInput<number>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.PointLightShadow>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'distance',\n 'decay',\n 'shadow',\n 'power',\n 'hex',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-spot-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtSpotLight)],\n inputs: [...getInputs()],\n})\nexport class NgtSpotLight extends THREE.SpotLight {\n constructor() {\n super(...(injectArgs<typeof THREE.SpotLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_distance: NgtObservableInput<number>;\n static ngAcceptInputType_angle: NgtObservableInput<number>;\n static ngAcceptInputType_penumbra: NgtObservableInput<number>;\n static ngAcceptInputType_decay: NgtObservableInput<number>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_target: NgtObservableInput<THREE.Object3D>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.SpotLightShadow>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'distance',\n 'angle',\n 'penumbra',\n 'decay',\n 'position',\n 'target',\n 'shadow',\n 'power',\n 'hex',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-rect-area-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtRectAreaLight)],\n inputs: [...getInputs()],\n})\nexport class NgtRectAreaLight extends THREE.RectAreaLight {\n constructor() {\n super(...(injectArgs<typeof THREE.RectAreaLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_width: NgtObservableInput<number>;\n static ngAcceptInputType_height: NgtObservableInput<number>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_shadowCameraFov: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraLeft: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraRight: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraTop: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraBottom: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraNear: NgtObservableInput<any>;\n static ngAcceptInputType_shadowCameraFar: NgtObservableInput<any>;\n static ngAcceptInputType_shadowBias: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapWidth: NgtObservableInput<any>;\n static ngAcceptInputType_shadowMapHeight: NgtObservableInput<any>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'width',\n 'height',\n 'power',\n 'hex',\n 'shadow',\n 'shadowCameraFov',\n 'shadowCameraLeft',\n 'shadowCameraRight',\n 'shadowCameraTop',\n 'shadowCameraBottom',\n 'shadowCameraNear',\n 'shadowCameraFar',\n 'shadowBias',\n 'shadowMapWidth',\n 'shadowMapHeight',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nexport * from './lib/light-probe/light-probe';\nexport * from './lib/ambient-light/ambient-light';\nexport * from './lib/ambient-light-probe/ambient-light-probe';\nexport * from './lib/hemisphere-light/hemisphere-light';\nexport * from './lib/hemisphere-light-probe/hemisphere-light-probe';\nexport * from './lib/directional-light/directional-light';\nexport * from './lib/point-light/point-light';\nexport * from './lib/spot-light/spot-light';\nexport * from './lib/rect-area-light/rect-area-light';\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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+ {"version":3,"file":"angular-three-lights.mjs","sources":["../../../../packages/angular-three/lights/src/lib/light-probe/light-probe.ts","../../../../packages/angular-three/lights/src/lib/ambient-light/ambient-light.ts","../../../../packages/angular-three/lights/src/lib/ambient-light-probe/ambient-light-probe.ts","../../../../packages/angular-three/lights/src/lib/hemisphere-light/hemisphere-light.ts","../../../../packages/angular-three/lights/src/lib/hemisphere-light-probe/hemisphere-light-probe.ts","../../../../packages/angular-three/lights/src/lib/directional-light/directional-light.ts","../../../../packages/angular-three/lights/src/lib/point-light/point-light.ts","../../../../packages/angular-three/lights/src/lib/spot-light/spot-light.ts","../../../../packages/angular-three/lights/src/lib/rect-area-light/rect-area-light.ts","../../../../packages/angular-three/lights/src/index.ts","../../../../packages/angular-three/lights/src/angular-three-lights.ts"],"sourcesContent":["// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtLightProbe extends THREE.LightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.LightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'sh',\n 'intensity',\n 'hex',\n 'color',\n 'shadow',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-ambient-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtAmbientLight)],\n inputs: [...getInputs()],\n})\nexport class NgtAmbientLight extends THREE.AmbientLight {\n constructor() {\n super(...(injectArgs<typeof THREE.AmbientLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'hex',\n 'shadow',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-ambient-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtAmbientLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtAmbientLightProbe extends THREE.AmbientLightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.AmbientLightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'sh',\n 'hex',\n 'shadow',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-hemisphere-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtHemisphereLight)],\n inputs: [...getInputs()],\n})\nexport class NgtHemisphereLight extends THREE.HemisphereLight {\n constructor() {\n super(...(injectArgs<typeof THREE.HemisphereLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_skyColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_groundColor: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'skyColor',\n 'groundColor',\n 'intensity',\n 'position',\n 'hex',\n 'color',\n 'shadow',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-hemisphere-light-probe',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtHemisphereLightProbe)],\n inputs: [...getInputs()],\n})\nexport class NgtHemisphereLightProbe extends THREE.HemisphereLightProbe {\n constructor() {\n super(...(injectArgs<typeof THREE.HemisphereLightProbe>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_skyColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_groundColor: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number> | undefined;\n static ngAcceptInputType_sh: NgtObservableInput<THREE.SphericalHarmonics3>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_color: NgtObservableInput<THREE.Color>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'skyColor',\n 'groundColor',\n 'intensity',\n 'sh',\n 'hex',\n 'color',\n 'shadow',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-directional-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtDirectionalLight)],\n inputs: [...getInputs()],\n})\nexport class NgtDirectionalLight extends THREE.DirectionalLight {\n constructor() {\n super(...(injectArgs<typeof THREE.DirectionalLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_target: NgtObservableInput<THREE.Object3D>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.DirectionalLightShadow>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'position',\n 'target',\n 'shadow',\n 'hex',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-point-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtPointLight)],\n inputs: [...getInputs()],\n})\nexport class NgtPointLight extends THREE.PointLight {\n constructor() {\n super(...(injectArgs<typeof THREE.PointLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_distance: NgtObservableInput<number>;\n static ngAcceptInputType_decay: NgtObservableInput<number>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.PointLightShadow>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'distance',\n 'decay',\n 'shadow',\n 'power',\n 'hex',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-spot-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtSpotLight)],\n inputs: [...getInputs()],\n})\nexport class NgtSpotLight extends THREE.SpotLight {\n constructor() {\n super(...(injectArgs<typeof THREE.SpotLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_distance: NgtObservableInput<number>;\n static ngAcceptInputType_angle: NgtObservableInput<number>;\n static ngAcceptInputType_penumbra: NgtObservableInput<number>;\n static ngAcceptInputType_decay: NgtObservableInput<number>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_target: NgtObservableInput<THREE.Object3D>;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.SpotLightShadow>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'distance',\n 'angle',\n 'penumbra',\n 'decay',\n 'position',\n 'target',\n 'shadow',\n 'power',\n 'hex',\n 'name',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nimport * as THREE from 'three';\nimport { Component } from '@angular/core';\nimport {\n injectArgs,\n NGT_INSTANCE_INPUTS,\n NGT_INSTANCE_OUTPUTS,\n NgtInstance,\n provideInstanceRef,\n proxify,\n NgtVector3,\n NgtEuler,\n NgtQuaternion,\n NgtMatrix4,\n NgtLayers,\n NgtObservableInput,\n} from 'angular-three';\n\n@Component({\n selector: 'ngt-rect-area-light',\n standalone: true,\n template: '<ng-content></ng-content>',\n hostDirectives: [{ directive: NgtInstance, inputs: NGT_INSTANCE_INPUTS, outputs: NGT_INSTANCE_OUTPUTS }],\n providers: [provideInstanceRef(NgtRectAreaLight)],\n inputs: [...getInputs()],\n})\nexport class NgtRectAreaLight extends THREE.RectAreaLight {\n constructor() {\n super(...(injectArgs<typeof THREE.RectAreaLight>({ optional: true }) || []));\n return proxify(this);\n }\n\n static ngAcceptInputType_color: NgtObservableInput<THREE.ColorRepresentation> | undefined;\n static ngAcceptInputType_intensity: NgtObservableInput<number>;\n static ngAcceptInputType_width: NgtObservableInput<number>;\n static ngAcceptInputType_height: NgtObservableInput<number>;\n static ngAcceptInputType_power: NgtObservableInput<number>;\n static ngAcceptInputType_hex: NgtObservableInput<number | string> | undefined;\n static ngAcceptInputType_shadow: NgtObservableInput<THREE.LightShadow>;\n static ngAcceptInputType_name: NgtObservableInput<string>;\n static ngAcceptInputType_position: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_rotation: NgtObservableInput<NgtEuler>;\n static ngAcceptInputType_quaternion: NgtObservableInput<NgtQuaternion>;\n static ngAcceptInputType_scale: NgtObservableInput<NgtVector3>;\n static ngAcceptInputType_modelViewMatrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_normalMatrix: NgtObservableInput<THREE.Matrix3>;\n static ngAcceptInputType_matrix: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixWorld: NgtObservableInput<NgtMatrix4>;\n static ngAcceptInputType_matrixAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldAutoUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_matrixWorldNeedsUpdate: NgtObservableInput<boolean>;\n static ngAcceptInputType_layers: NgtObservableInput<NgtLayers>;\n static ngAcceptInputType_visible: NgtObservableInput<boolean>;\n static ngAcceptInputType_castShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_receiveShadow: NgtObservableInput<boolean>;\n static ngAcceptInputType_frustumCulled: NgtObservableInput<boolean>;\n static ngAcceptInputType_renderOrder: NgtObservableInput<number>;\n static ngAcceptInputType_animations: NgtObservableInput<THREE.AnimationClip[]>;\n static ngAcceptInputType_userData: NgtObservableInput<{ [key: string]: any }>;\n static ngAcceptInputType_customDepthMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_customDistanceMaterial: NgtObservableInput<THREE.Material>;\n static ngAcceptInputType_onBeforeRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n static ngAcceptInputType_onAfterRender: NgtObservableInput<\n (\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.Camera,\n geometry: THREE.BufferGeometry,\n material: THREE.Material,\n group: THREE.Group\n ) => void\n >;\n}\n\nfunction getInputs() {\n return [\n 'color',\n 'intensity',\n 'width',\n 'height',\n 'power',\n 'hex',\n 'shadow',\n 'name',\n 'position',\n 'rotation',\n 'quaternion',\n 'scale',\n 'modelViewMatrix',\n 'normalMatrix',\n 'matrix',\n 'matrixWorld',\n 'matrixAutoUpdate',\n 'matrixWorldAutoUpdate',\n 'matrixWorldNeedsUpdate',\n 'layers',\n 'visible',\n 'castShadow',\n 'receiveShadow',\n 'frustumCulled',\n 'renderOrder',\n 'animations',\n 'userData',\n 'customDepthMaterial',\n 'customDistanceMaterial',\n 'onBeforeRender',\n 'onAfterRender',\n ];\n}\n","// GENERATED - AngularThree v1.0.0\nexport * from './lib/light-probe/light-probe';\nexport * from './lib/ambient-light/ambient-light';\nexport * from './lib/ambient-light-probe/ambient-light-probe';\nexport * from './lib/hemisphere-light/hemisphere-light';\nexport * from './lib/hemisphere-light-probe/hemisphere-light-probe';\nexport * from './lib/directional-light/directional-light';\nexport * from './lib/point-light/point-light';\nexport * from './lib/spot-light/spot-light';\nexport * from './lib/rect-area-light/rect-area-light';\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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@@ -327,7 +327,7 @@ class NgtLOD extends THREE.LOD {
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  }
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  }
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  NgtLOD.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "15.0.0", ngImport: i0, type: NgtLOD, deps: [], target: i0.ɵɵFactoryTarget.Component });
330
- NgtLOD.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "15.0.0", type: NgtLOD, isStandalone: true, selector: "ngt-lod", inputs: { levels: "levels", autoUpdate: "autoUpdate", objects: "objects", name: "name", position: "position", rotation: "rotation", quaternion: "quaternion", scale: "scale", modelViewMatrix: "modelViewMatrix", normalMatrix: "normalMatrix", matrix: "matrix", matrixWorld: "matrixWorld", matrixAutoUpdate: "matrixAutoUpdate", matrixWorldAutoUpdate: "matrixWorldAutoUpdate", matrixWorldNeedsUpdate: "matrixWorldNeedsUpdate", layers: "layers", visible: "visible", castShadow: "castShadow", receiveShadow: "receiveShadow", frustumCulled: "frustumCulled", renderOrder: "renderOrder", animations: "animations", userData: "userData", customDepthMaterial: "customDepthMaterial", customDistanceMaterial: "customDistanceMaterial", onBeforeRender: "onBeforeRender", onAfterRender: "onAfterRender" }, providers: [provideInstanceRef(NgtLOD)], usesInheritance: true, hostDirectives: [{ directive: i1.NgtInstance }], ngImport: i0, template: '<ng-content></ng-content>', isInline: true });
330
+ NgtLOD.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "15.0.0", type: NgtLOD, isStandalone: true, selector: "ngt-lod", inputs: { levels: "levels", autoUpdate: "autoUpdate", name: "name", position: "position", rotation: "rotation", quaternion: "quaternion", scale: "scale", modelViewMatrix: "modelViewMatrix", normalMatrix: "normalMatrix", matrix: "matrix", matrixWorld: "matrixWorld", matrixAutoUpdate: "matrixAutoUpdate", matrixWorldAutoUpdate: "matrixWorldAutoUpdate", matrixWorldNeedsUpdate: "matrixWorldNeedsUpdate", layers: "layers", visible: "visible", castShadow: "castShadow", receiveShadow: "receiveShadow", frustumCulled: "frustumCulled", renderOrder: "renderOrder", animations: "animations", userData: "userData", customDepthMaterial: "customDepthMaterial", customDistanceMaterial: "customDistanceMaterial", onBeforeRender: "onBeforeRender", onAfterRender: "onAfterRender" }, providers: [provideInstanceRef(NgtLOD)], usesInheritance: true, hostDirectives: [{ directive: i1.NgtInstance }], ngImport: i0, template: '<ng-content></ng-content>', isInline: true });
331
331
  i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.0.0", ngImport: i0, type: NgtLOD, decorators: [{
332
332
  type: Component,
333
333
  args: [{
@@ -343,7 +343,6 @@ function getInputs$5() {
343
343
  return [
344
344
  'levels',
345
345
  'autoUpdate',
346
- 'objects',
347
346
  'name',
348
347
  'position',
349
348
  'rotation',
@@ -496,7 +495,7 @@ class NgtSkeleton extends THREE.Skeleton {
496
495
  }
497
496
  }
498
497
  NgtSkeleton.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "15.0.0", ngImport: i0, type: NgtSkeleton, deps: [], target: i0.ɵɵFactoryTarget.Component });
499
- NgtSkeleton.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "15.0.0", type: NgtSkeleton, isStandalone: true, selector: "ngt-skeleton", inputs: { uuid: "uuid", bones: "bones", boneInverses: "boneInverses", boneMatrices: "boneMatrices", boneTexture: "boneTexture", boneTextureSize: "boneTextureSize", frame: "frame", useVertexTexture: "useVertexTexture" }, providers: [provideInstanceRef(NgtSkeleton)], usesInheritance: true, hostDirectives: [{ directive: i1.NgtInstance }], ngImport: i0, template: '<ng-content></ng-content>', isInline: true });
498
+ NgtSkeleton.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "15.0.0", type: NgtSkeleton, isStandalone: true, selector: "ngt-skeleton", inputs: { uuid: "uuid", bones: "bones", boneInverses: "boneInverses", boneMatrices: "boneMatrices", boneTexture: "boneTexture", boneTextureSize: "boneTextureSize", frame: "frame" }, providers: [provideInstanceRef(NgtSkeleton)], usesInheritance: true, hostDirectives: [{ directive: i1.NgtInstance }], ngImport: i0, template: '<ng-content></ng-content>', isInline: true });
500
499
  i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.0.0", ngImport: i0, type: NgtSkeleton, decorators: [{
501
500
  type: Component,
502
501
  args: [{
@@ -509,16 +508,7 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.0.0", ngImpor
509
508
  }]
510
509
  }], ctorParameters: function () { return []; } });
511
510
  function getInputs$2() {
512
- return [
513
- 'uuid',
514
- 'bones',
515
- 'boneInverses',
516
- 'boneMatrices',
517
- 'boneTexture',
518
- 'boneTextureSize',
519
- 'frame',
520
- 'useVertexTexture',
521
- ];
511
+ return ['uuid', 'bones', 'boneInverses', 'boneMatrices', 'boneTexture', 'boneTextureSize', 'frame'];
522
512
  }
523
513
 
524
514
  // GENERATED - AngularThree v1.0.0
@@ -638,4 +628,3 @@ function getInputs() {
638
628
 
639
629
  export { NgtBone, NgtGroup, NgtInstancedMesh, NgtLOD, NgtLine, NgtLineLoop, NgtLineSegments, NgtMesh, NgtPoints, NgtSkeleton, NgtSkinnedMesh, NgtSprite };
640
630
  //# sourceMappingURL=angular-three-objects.mjs.map
641
- //# sourceMappingURL=angular-three-objects.mjs.map