illutions 0.31.0 → 0.32.0
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.
- package/CHANGELOG.md +50 -22
- package/dist/main.d.ts +172 -81
- package/dist/main.min.cjs +1 -1
- package/dist/main.min.js +1 -1
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -1,5 +1,33 @@
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# Changelog
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## 0.32.0
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### Added
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- Added `Scene.animTransformTo({ obj, pos?, rot?, scale?, duration?, ease? })` for local transformations with rotation in degrees; new calls replace the previous transformation of the same object.
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- Added `Audio.pause({ name, fade?, ease? })` to pause a sound while preserving its playback position; `Audio.play()` resumes it, while `Audio.stop()` resets playing or paused sounds to the beginning.
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- Added the exported `AudioEvent` with `Audio_Start`, `Audio_Complete`, and `Audio_Stop`, each carrying `soundName`; completion indicates a natural playback end, and stopping emits its event immediately or after fade-out finishes.
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- Added the exported `SoundParamsPos` and optional per-sound distance attenuation and directional cone overrides in `SoundParams`; omitted settings inherit the shared audio defaults.
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- Added `Audio.setSoundParams()` to update a loaded sound's volume and positional overrides; volume changes during a fade are stored for subsequent playback without interrupting the fade.
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### Renamed
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- `cfg.audio.delayPlaySound` → `cfg.audio.delayLoadSound`
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- `SoundParams.object` → `SoundParams.obj`
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- `Audio.setListener({ object })` → `Audio.setListener({ obj })`
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### Changed
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- Added `Anim_Cancel` to `AnimEvent` for transformations replaced by `Scene.animTransformTo()`.
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- Merged `AudioLoadedEvent` into `AudioEvent`, which now also includes `Audio_Loaded`; removed the separate `AudioLoadedEvent` interface.
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- Extended `SoundParams.obj` to accept a scene object name or an `Obj3D` instance; an empty string still selects global audio. Positional settings are rejected for global sounds during loading and ignored when updating them.
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- Removed `fade` from `SoundParams` and `Audio.load()`; `Audio.loadAndPlay()`, `Audio.play()`, and `Audio.stop()` now accept per-call `fade` and GSAP `ease` options. Fades default to `0` (no fade), with linear easing (`'none'`), instead of a stored two-second fade.
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- Changed `Audio.get()` to return `SoundParamsPos` and `Audio.set()` to accept `Partial<SoundParamsPos>`; loading delay is no longer exposed through these methods, and shared default updates preserve per-sound overrides.
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### Fixed
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- Fixed `Audio.play()` and `Audio.resume()` to resume interrupted audio contexts in addition to suspended contexts.
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## 0.31.0
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### Added
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@@ -33,8 +61,8 @@
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- `Obj3DInsts` → `SceneInsts`
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- `Comp.comps` → `Web.webs`
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### Changed
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### Changed
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- Replaced the `objs3D` and `comps` registry groups with `comps.scene` and `comps.web`; initialized instances are now exposed through `app.comps.scene` and `app.comps.web`.
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- Changed `Raycast.setColliders()` and `Raycast.clearColliders()` to accept arrays of registered `Coll3D` instances and use or reset their persistent collider roles; removed the exported `Collider` interface.
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- Replaced the individual post-processing enable settings with typed `cfg.render.profile.webgl` and `cfg.render.profile.webgpu` settings for MSAA, AA, SSL, and SSR.
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## 0.30.0
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### Changed
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### Changed
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- Replaced `Mesh3D.setTexture()` and `TextureSlot` with `requestImageTexture()` and `getImageTexture()` to separate requesting unused GLTF images from accessing their initialized Three.js textures and assigning them directly to material slots.
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- Textures created from unused GLTF images now remain stable across progressive model levels while their image and mipmap data is updated.
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- Added the `Model_Ready` event after the final progressive model variant has been applied and rendered.
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- Added the exported `Collider` configuration and `Raycast.setColliders()` and `Raycast.clearColliders()` to configure named scene objects or `Obj3D` instances as occluders, pickables, or hidden colliders.
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### Changed
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### Changed
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- Replaced `Raycast.setOccluders()`, `Raycast.resetOccluders()`, `Raycast.trackPickables()`, and `Raycast.untrackPickables()` with the unified collider API.
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- Renamed `Raycast.enable()` and `Raycast.disable()` to `Raycast.enablePickables()` and `Raycast.disablePickables()`.
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- Renamed `raycast.occlInterval` to `raycast.occludeeInterval` and `raycast.occlMoveFactor` to `raycast.occlusionMoveFactor`.
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- Added progressive model loading through ordered model levels in `ModelCfg.file`.
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### Changed
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- Changed `ModelCfg.file` from `string | null` to `string[]`; use an empty array when no model should be loaded.
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- Added the one-based `level` parameter to `ModelLoadingEvent` to identify the model level currently loading.
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- Changed state names to `snake_case` and event names to `Pascal_Snake_Case`.
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- Added `Comp.trackOverlap()` and `Comp.untrackOverlap()` to manage component overlaps in screen space through the internal `CompCtrls`.
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- Added `cfg.light.rectArea` to lazily load and initialize renderer-specific LTC data for `RectAreaLight` support.
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### Changed
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### Changed
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- Moved the shared SSR settings `maxDistance`, `thickness`, and `resolutionScale` from `cfg.post.webgl.ssr` and `cfg.post.webgpu.ssr` to `cfg.post.ssr`.
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- Renamed the public `Raycast.trackSelectables()` and `Raycast.untrackSelectable()` methods to `Raycast.trackPickables()` and `Raycast.untrackPickables()`.
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- Added the `ProgressBar_Hidden` event.
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### Changed
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### Changed
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- Renamed the `aaCfg` interface to `AaCfg`.
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### Fixed
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- Added `Audio.load()` to load audio without starting playback.
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- Added the `AudioLoadedEvent` (`Audio_Loaded`) event for handling completed audio loading.
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### Changed
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### Changed
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- Replaced `pauseActions` with `stopMode` and `infinite` with `loop` in animation clip playback.
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- Renamed `Raycast.trackSelectable()` to `Raycast.trackSelectables()`.
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- Changed the `LightCfg` shadow defaults to match the corresponding Three.js defaults, while keeping `castShadow` enabled by default.
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- Added `render.api` output to the infobox.
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- Added `.blend` source files to the public example apps.
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### Changed
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- Renamed `cfg.webgl` and `cfg.webgpu` parameter groups to `params`.
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## 0.22.0
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### Changed
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- Updated the framework to Three.js r185.
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- Changed the default renderer selection to `render.api = 'auto'`.
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- Added `envCtrls.dataType` to configure environment texture data handling.
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## 0.21.9
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### Changed
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- Removed the `CfgCtrl` class and the related `app.cfgCtrl` access point. Runtime parameters are now updated through the responsible feature APIs, such as `app.audio.set(...)`.
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## 0.21.8
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### Changed
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- Added `cfg.audio.enable` to the configuration.
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package/dist/main.d.ts
CHANGED
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intensity: number;
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}
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/** @event Fired when an object or material color animation starts or
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/** @event Fired when an object or material color animation starts, completes, or is canceled. */
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export declare interface AnimEvent {
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type: 'Anim_Complete' | 'Anim_Start';
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type: 'Anim_Complete' | 'Anim_Start' | 'Anim_Cancel';
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/** The name of the `THREE.Object3D` whose animation changed state. */
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objName: string;
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/** The name of the calling method. */
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readonly stateMachine: StateMachine;
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private readonly webCtrls;
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private cam3D;
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private readonly inspector;
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readonly comps: CompsInsts<TComps>;
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private objs3DMap;
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private websMap;
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*/
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declare class Audio_2 {
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private readonly ctx;
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private listener;
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private readonly loader;
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private readonly scene;
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private readonly events;
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private readonly loadedSounds;
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private readonly params;
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private
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private readonly scene;
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private readonly sounds;
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private attachSoundTo;
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private fadeSound;
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/**
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* Returns
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* Returns the shared positional sound defaults.
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*/
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get():
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get(): SoundParamsPos;
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/**
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* Checks whether a named sound is loaded.
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* @param params - Sound selection.
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* Loads an audio file without playing it and sends an `Audio_Loaded` event when the sound is ready.
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* @param params - The sound options.
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*/
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load(
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load(params: SoundParams): void;
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/**
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* Loads an audio file and plays it automatically when loading is complete.
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* Use this method when no separate `Audio_Loaded` handling is required.
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* @param params - The sound options.
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* @param params.fade - Fade-in duration for this start in seconds. Defaults to 0 (no fade).
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* @param params.ease - GSAP easing for the fade-in. Defaults to linear ('none').
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*/
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loadAndPlay({
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loadAndPlay({ fade, ease, ...params }: {
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ease?: string;
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} & SoundParams): void;
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/**
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* Plays or resumes a loaded sound, optionally fading in from zero.
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* When using {@link load}, call this method after receiving the matching `Audio_Loaded` event.
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* This method does not wait for an audio file that is still loading.
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* @param params - Sound selection.
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* @param params.name - Loaded sound name.
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* @param params.fade - Fade-in duration in seconds. Defaults to 0 (no fade).
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* @param params.ease - GSAP easing for the fade-in. Defaults to linear ('none').
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*/
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play({ name, fade, ease }: {
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name: string;
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fade?: number;
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ease?: string;
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}): void;
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/**
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* Pauses a playing sound and keeps its position for the next play().
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* @param params - Sound selection and optional fade-out settings.
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* @param params.name - Sound name.
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* @param params.fade - Fade-out duration in seconds. Defaults to 0 (no fade).
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* @param params.ease - GSAP easing for the fade-out. Defaults to linear ('none').
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*/
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pause({ name, fade, ease }: {
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name: string;
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fade?: number;
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ease?: string;
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}): void;
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/**
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* Resumes the Web Audio context after a user gesture.
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*/
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resume(): void;
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* Updates shared positional defaults without replacing individual sound overrides.
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* @param params - Positional defaults to update; omitted values remain unchanged.
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*/
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set(params: Partial<SoundParamsPos>): void;
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private setAudioContext;
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/**
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* Attaches an audio listener to a scene object or camera. Set a listener before loading sounds.
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*
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* @param params - Listener target.
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* @param params.
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* @param params.obj - Scene object name or camera to attach the listener to.
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*/
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setListener({
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setListener({ obj }: {
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obj: string | Cam3D;
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}): void;
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private setAllPositionalSoundsCfg;
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private setPositionalSoundCfg;
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/**
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* Updates the volume and positional overrides of a loaded sound immediately.
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* Volume is stored during a fade without interrupting it.
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* @param params - Sound name and settings to change; omitted settings remain unchanged.
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*/
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setSoundParams({ name, volume, ...positional }: {
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name: string;
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volume?: number;
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} & Partial<SoundParamsPos>): void;
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private setSoundParamsPos;
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/**
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* Stops a playing or paused sound and resets its position, optionally fading out.
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* @param params - Sound selection.
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* @param params.name - Sound name.
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* @param params.fade - Fade-out duration in seconds. Defaults to 0 (no fade).
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* @param params.ease - GSAP easing for the fade-out. Defaults to linear ('none').
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stop({ name }: {
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stop({ name, fade, ease }: {
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fade?: number;
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ease?: string;
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}): void;
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/**
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* Controls playback timing and how positional sound fades with distance.
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* @category Cfg
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*/
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export declare interface AudioCfg {
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export declare interface AudioCfg extends SoundParamsPos {
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/**
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* Whether audio support is initialized when the application starts.
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* @default false
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* Delay in milliseconds before loading audio for automatic playback.
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* @default 200
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*/
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/**
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* The reference distance after which the attenuation begins.
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* @default 1
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*/
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/**
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* Determines how quickly the volume falls off with distance.
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* @default 1
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*/
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rolloffFactor: number;
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/**
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* Distance beyond which linear attenuation stops reducing volume.
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* @default 1000
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*/
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maxDistance: number;
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/**
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* The distance attenuation model used.
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* @default 'inverse'
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*/
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distanceModel: 'linear' | 'inverse' | 'exponential';
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/**
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* Inner cone angle in degrees, within which sound is not attenuated.
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* @default 360
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*/
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coneInnerAngle: number;
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/**
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* Outer cone angle in degrees, beyond which `coneOuterGain` applies.
|
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* @default 360
|
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*/
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coneOuterAngle: number;
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/**
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* The gain factor outside the cone.
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* @default 0
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*/
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coneOuterGain: number;
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delayLoadSound: number;
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}
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/** @event Fired when
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export declare interface
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type: 'Audio_Loaded';
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/** The unique name assigned to the
|
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/** @event Fired when a sound finishes loading, starts playback, completes naturally, or is stopped. */
|
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export declare interface AudioEvent {
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type: 'Audio_Loaded' | 'Audio_Start' | 'Audio_Complete' | 'Audio_Stop';
|
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+
/** The unique name assigned to the sound. */
|
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soundName: string;
|
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}
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@@ -580,9 +577,8 @@ export declare class Engine {
|
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577
|
private rttNode;
|
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578
|
private traaWarmupContext;
|
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|
private ecoButtonActive;
|
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|
-
private
|
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|
-
private
|
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|
-
private gfxLevels;
|
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|
+
private gfxLevelChanges;
|
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|
+
private gfxLevel;
|
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|
private gfxMode;
|
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|
private readonly gfxPostProfiles;
|
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|
private gfxState;
|
|
@@ -1565,7 +1561,6 @@ export declare type Objs3D = Cam3D | Light3D | Mesh3D | Obj3D;
|
|
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*/
|
|
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export declare class OrbitCtrls {
|
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|
private readonly cam3D;
|
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-
private readonly canvas;
|
|
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|
private readonly engine;
|
|
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|
private readonly events;
|
|
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|
private readonly modules;
|
|
@@ -2070,8 +2065,12 @@ export declare class Scene {
|
|
|
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|
private readonly cam3D;
|
|
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|
private readonly events;
|
|
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|
private readonly objs3D;
|
|
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|
+
private readonly tweens;
|
|
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|
private ambientLight;
|
|
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|
private hemisphereLight;
|
|
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|
+
/**
|
|
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|
+
* The underlying Three.js scene.
|
|
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|
+
*/
|
|
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|
readonly obj: THREE_TYPE.Scene;
|
|
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|
/**
|
|
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|
* Moves the camera along a curved path, optionally turning it toward a new target.
|
|
@@ -2148,7 +2147,44 @@ export declare class Scene {
|
|
|
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|
needsUpdate?: boolean;
|
|
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|
[key: string]: any;
|
|
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|
}): void;
|
|
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|
-
|
|
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|
+
/**
|
|
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|
+
* Animates selected local position, rotation, and scale components from their current values.
|
|
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|
+
* @param params - Target object and transformation settings.
|
|
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|
+
* @param params.obj - Scene object name or component, including cameras.
|
|
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|
+
* @param params.pos - Target local position; omitted axes remain unchanged.
|
|
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|
+
* @param params.rot - Target local Euler angles in degrees, using the object's Euler order.
|
|
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|
+
* @param params.scale - Target local scale; omitted axes remain unchanged.
|
|
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|
+
* @param params.duration - Duration in seconds. Default: **1**. A value of 0 applies the values immediately.
|
|
2158
|
+
* @param params.ease - GSAP easing function. Default: **'power2.inOut'**
|
|
2159
|
+
*
|
|
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|
+
* @remarks
|
|
2161
|
+
* Rotation uses quaternion interpolation along the shortest path and does not support full turns.
|
|
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|
+
* Omitted rotation axes keep their current target angles, but may change during interpolation.
|
|
2163
|
+
* Cameras switch to free look mode. The caller coordinates other animations and controls.
|
|
2164
|
+
* A new call cancels the entire previous transformation of the same object.
|
|
2165
|
+
* Emits {@link AnimEvent}: `Anim_Start`, `Anim_Complete`, or `Anim_Cancel` when replaced.
|
|
2166
|
+
*/
|
|
2167
|
+
animTransformTo({ obj, pos, rot, scale, duration, ease }: {
|
|
2168
|
+
obj: string | Obj3D;
|
|
2169
|
+
pos?: {
|
|
2170
|
+
x?: number;
|
|
2171
|
+
y?: number;
|
|
2172
|
+
z?: number;
|
|
2173
|
+
};
|
|
2174
|
+
rot?: {
|
|
2175
|
+
x?: number;
|
|
2176
|
+
y?: number;
|
|
2177
|
+
z?: number;
|
|
2178
|
+
};
|
|
2179
|
+
scale?: {
|
|
2180
|
+
x?: number;
|
|
2181
|
+
y?: number;
|
|
2182
|
+
z?: number;
|
|
2183
|
+
};
|
|
2184
|
+
duration?: number;
|
|
2185
|
+
ease?: string;
|
|
2186
|
+
}): void;
|
|
2187
|
+
private getObjectName;
|
|
2152
2188
|
/**
|
|
2153
2189
|
* Plays a named animation clip with blending, looping, and speed control.
|
|
2154
2190
|
*
|
|
@@ -2392,21 +2428,76 @@ export declare interface SmaaCfg {
|
|
|
2392
2428
|
guiOpened: boolean;
|
|
2393
2429
|
}
|
|
2394
2430
|
|
|
2395
|
-
/**
|
|
2396
|
-
|
|
2397
|
-
|
|
2431
|
+
/**
|
|
2432
|
+
* Parameters used to load a global or positional audio source.
|
|
2433
|
+
* @category Cfg
|
|
2434
|
+
*/
|
|
2435
|
+
export declare interface SoundParams extends Partial<SoundParamsPos> {
|
|
2436
|
+
/**
|
|
2437
|
+
* Whether playback should loop.
|
|
2438
|
+
* @default true
|
|
2439
|
+
*/
|
|
2440
|
+
loop?: boolean;
|
|
2441
|
+
/**
|
|
2442
|
+
* Unique name used to identify the audio source.
|
|
2443
|
+
*/
|
|
2398
2444
|
name: string;
|
|
2399
|
-
/**
|
|
2445
|
+
/**
|
|
2446
|
+
* Scene object name or Obj3D component for positional audio. Use an empty string for global audio.
|
|
2447
|
+
*/
|
|
2448
|
+
obj: string | Obj3D;
|
|
2449
|
+
/**
|
|
2450
|
+
* Path or URL to the audio file.
|
|
2451
|
+
*/
|
|
2400
2452
|
url: string;
|
|
2401
|
-
/**
|
|
2402
|
-
|
|
2403
|
-
|
|
2453
|
+
/**
|
|
2454
|
+
* Target playback volume.
|
|
2455
|
+
* @default 0
|
|
2456
|
+
*/
|
|
2404
2457
|
volume?: number;
|
|
2405
|
-
|
|
2406
|
-
|
|
2407
|
-
|
|
2408
|
-
|
|
2409
|
-
|
|
2458
|
+
}
|
|
2459
|
+
|
|
2460
|
+
/**
|
|
2461
|
+
* Controls distance attenuation and directional cones for positional sounds.
|
|
2462
|
+
* @category Cfg
|
|
2463
|
+
*/
|
|
2464
|
+
export declare interface SoundParamsPos {
|
|
2465
|
+
/**
|
|
2466
|
+
* The reference distance after which the attenuation begins.
|
|
2467
|
+
* @default 1
|
|
2468
|
+
*/
|
|
2469
|
+
refDistance: number;
|
|
2470
|
+
/**
|
|
2471
|
+
* Determines how quickly the volume falls off with distance.
|
|
2472
|
+
* @default 1
|
|
2473
|
+
*/
|
|
2474
|
+
rolloffFactor: number;
|
|
2475
|
+
/**
|
|
2476
|
+
* Distance beyond which linear attenuation stops reducing volume.
|
|
2477
|
+
* @default 1000
|
|
2478
|
+
*/
|
|
2479
|
+
maxDistance: number;
|
|
2480
|
+
/**
|
|
2481
|
+
* The distance attenuation model used.
|
|
2482
|
+
* @default 'inverse'
|
|
2483
|
+
*/
|
|
2484
|
+
distanceModel: 'linear' | 'inverse' | 'exponential';
|
|
2485
|
+
/**
|
|
2486
|
+
* Inner cone angle in degrees, within which sound is not attenuated.
|
|
2487
|
+
* @default 360
|
|
2488
|
+
*/
|
|
2489
|
+
coneInnerAngle: number;
|
|
2490
|
+
/**
|
|
2491
|
+
* Outer cone angle in degrees, beyond which `coneOuterGain` applies.
|
|
2492
|
+
* @default 360
|
|
2493
|
+
*/
|
|
2494
|
+
coneOuterAngle: number;
|
|
2495
|
+
/**
|
|
2496
|
+
* The gain factor outside the cone.
|
|
2497
|
+
* @default 0
|
|
2498
|
+
*/
|
|
2499
|
+
coneOuterGain: number;
|
|
2500
|
+
}
|
|
2410
2501
|
|
|
2411
2502
|
/**
|
|
2412
2503
|
* Controls contact shading with WebGL SSAO.
|