r3f-peridot 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2025 Christian Dimitri
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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+
package/README.md ADDED
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+ # 💎 Peridot
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+
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+ ### High-Quality Outlines for React Three Fiber - GLTF, IFC & Beyond
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+
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+ [![npm version](https://badge.fury.io/js/r3f-peridot.svg)](https://www.npmjs.com/package/r3f-peridot)
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+ [![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
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+
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+ **Peridot** brings professional-grade outline rendering to React Three Fiber. Perfect for architectural visualization, BIM workflows, CAD applications, and any 3D model that needs crisp, clean edges.
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+
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+ ![Peridot Demo](https://via.placeholder.com/800x400?text=Peridot+Demo)
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+
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+ ## ✨ Why Peridot?
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+
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+ - 🏗️ **IFC Support** - First-class support for Building Information Modeling (BIM/IFC) files
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+ - 📦 **GLTF Ready** - Works seamlessly with GLTF/GLB models
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+ - 🎨 **High-Quality** - Uses advanced depth, normal, and surface ID detection
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+ - ⚡ **Performant** - Efficient post-processing shader implementation
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+ - 🎛️ **Customizable** - Full control over outline appearance
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+ - 🔍 **Debug Modes** - Multiple visualization modes for fine-tuning
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+ - 📦 **TypeScript** - Full type definitions included
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+ - 🌲 **Tree-Shakeable** - Optimized bundle size
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+
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+ ## 🚀 Quick Start
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+
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+ ### Installation
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+
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+ ```bash
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+ npm install r3f-peridot
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+ ```
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+
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+ ```bash
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+ yarn add r3f-peridot
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+ ```
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+
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+ ```bash
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+ pnpm add r3f-peridot
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+ ```
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+
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+ ### Basic Usage
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+
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+ ```tsx
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+ import { Canvas } from '@react-three/fiber'
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+ import { OutlineEffect } from 'r3f-peridot'
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+
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+ function Scene() {
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+ return (
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+ <Canvas>
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+ <OutlineEffect outlineColor="#ffffff" />
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+
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+ {/* Your 3D content */}
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+ <mesh>
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+ <boxGeometry />
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+ <meshStandardMaterial />
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+ </mesh>
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+ </Canvas>
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+ )
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+ }
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+ ```
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+
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+ ### With GLTF Models
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+
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+ ```tsx
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+ import { useGLTF } from '@react-three/drei'
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+ import { OutlineEffect } from 'r3f-peridot'
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+
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+ function Model() {
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+ const { scene } = useGLTF('/model.glb')
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+ return <primitive object={scene} />
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+ }
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+
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+ function App() {
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+ return (
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+ <Canvas>
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+ <OutlineEffect outlineColor="#00ff00" />
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+ <Model />
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+ </Canvas>
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+ )
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+ }
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+ ```
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+
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+ ### With IFC Models 🏗️
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+
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+ ```tsx
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+ import { IFCLoader } from 'web-ifc-three/IFCLoader'
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+ import { OutlineEffect } from 'r3f-peridot'
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+ import { useEffect, useState } from 'react'
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+
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+ function IFCModel({ url }) {
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+ const [model, setModel] = useState(null)
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+
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+ useEffect(() => {
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+ const loader = new IFCLoader()
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+ loader.load(url, setModel)
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+ }, [url])
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+
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+ return model ? <primitive object={model} /> : null
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+ }
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+
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+ function App() {
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+ return (
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+ <Canvas>
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+ <OutlineEffect
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+ outlineColor="#0080ff"
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+ depthMultiplier={25.0}
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+ />
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+ <IFCModel url="/building.ifc" />
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+ </Canvas>
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+ )
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+ }
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+ ```
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+
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+ ## 📖 API Reference
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+
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+ ### `<OutlineEffect />`
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+
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+ The main component that adds outline post-processing to your R3F scene.
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+
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+ #### Props
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+
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+ | Prop | Type | Default | Description |
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+ |------|------|---------|-------------|
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+ | `enabled` | `boolean` | `true` | Enable or disable the effect |
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+ | `outlineColor` | `string \| THREE.Color` | `'#ffffff'` | Color of the outline |
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+ | `depthBias` | `number` | `0.9` | Bias for depth-based edge detection (0-2) |
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+ | `depthMultiplier` | `number` | `20.0` | Multiplier for depth-based edges (0-50) |
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+ | `normalBias` | `number` | `1.0` | Bias for normal-based edge detection (0-2) |
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+ | `normalMultiplier` | `number` | `1.0` | Multiplier for normal-based edges (0-10) |
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+ | `debugVisualize` | `number` | `0` | Debug visualization mode (see below) |
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+
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+ #### Debug Visualization Modes
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+
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+ - `0` - **Outlines V2** (Surface ID based) - Best for CAD/BIM models
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+ - `1` - **Outlines V1** (Depth/Normal based) - Alternative method
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+ - `2` - **Original Scene** - No outline effect
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+ - `3` - **Depth Buffer** - Visualize depth information
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+ - `4` - **Normal Buffer** - Visualize normal information
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+ - `5` - **Surface ID Buffer** - Visualize surface IDs (random colors)
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+ - `6` - **Outlines Only** - Show only the outline effect
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+
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+ ## 🎨 Advanced Usage
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+
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+ ### Custom Outline Colors
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+
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+ ```tsx
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+ import * as THREE from 'three'
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+
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+ // Using hex string
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+ <OutlineEffect outlineColor="#ff0000" />
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+
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+ // Using THREE.Color
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+ <OutlineEffect outlineColor={new THREE.Color('hotpink')} />
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+
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+ // Dynamic colors
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+ const [color, setColor] = useState('#00ff00')
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+ <OutlineEffect outlineColor={color} />
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+ ```
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+
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+ ### Fine-Tuning for Different Models
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+
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+ ```tsx
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+ // For architectural/BIM models (IFC)
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+ <OutlineEffect
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+ outlineColor="#0080ff"
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+ depthBias={0.8}
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+ depthMultiplier={25.0}
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+ debugVisualize={0} // Use Surface ID mode
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+ />
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+
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+ // For organic/smooth models
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+ <OutlineEffect
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+ outlineColor="#ffffff"
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+ depthBias={1.2}
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+ depthMultiplier={15.0}
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+ normalMultiplier={1.5}
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+ debugVisualize={1} // Use Depth/Normal mode
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+ />
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+
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+ // For mechanical/CAD models
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+ <OutlineEffect
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+ outlineColor="#000000"
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+ depthBias={0.6}
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+ depthMultiplier={30.0}
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+ debugVisualize={0} // Use Surface ID mode
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+ />
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+ ```
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+
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+ ### Conditional Outlines
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+
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+ ```tsx
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+ function Scene() {
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+ const [showOutlines, setShowOutlines] = useState(true)
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+
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+ return (
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+ <Canvas>
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+ <OutlineEffect enabled={showOutlines} />
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+ {/* Your scene */}
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+ </Canvas>
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+ )
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+ }
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+ ```
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+
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+ ## 🏗️ IFC & BIM Workflows
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+
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+ Peridot is designed with AEC (Architecture, Engineering, Construction) workflows in mind:
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+
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+ ### Perfect for:
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+ - 📐 **Architectural Visualization** - Clean edges for buildings
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+ - 🏢 **BIM Model Review** - Clear element boundaries
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+ - 🏗️ **Construction Planning** - Highlight different components
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+ - 📊 **Facility Management** - Visual clarity for complex structures
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+ - 🎓 **Educational Content** - Clear technical drawings
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+
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+ ### IFC Best Practices
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+
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+ ```tsx
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+ // Recommended settings for IFC models
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+ <OutlineEffect
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+ outlineColor="#003366" // Professional dark blue
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+ depthBias={0.8}
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+ depthMultiplier={25.0}
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+ normalBias={1.0}
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+ normalMultiplier={1.0}
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+ debugVisualize={0} // Surface ID mode for clean element separation
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+ />
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+ ```
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+
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+ ## 🛠️ Utility Functions
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+
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+ ### `FindSurfaces`
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+
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+ Computes surface IDs for meshes based on vertex connectivity.
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+
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+ ```tsx
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+ import { FindSurfaces } from 'r3f-peridot'
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+
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+ const findSurfaces = new FindSurfaces()
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+ const surfaceIdAttribute = findSurfaces.getSurfaceIdAttribute(mesh)
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+ ```
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+
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+ ### `weldVertices`
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+
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+ Merges vertices along edges for improved outline quality.
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+
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+ ```tsx
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+ import { weldVertices } from 'r3f-peridot'
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+
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+ const newIndices = weldVertices(vertices, indices, thresholdAngle)
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+ ```
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+
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+ ### `CustomOutlinePass`
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+
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+ Direct access to the Three.js post-processing pass.
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+
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+ ```tsx
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+ import { CustomOutlinePass } from 'r3f-peridot'
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+ ```
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+
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+ ## 🎯 Examples
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+
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+ Check out the `/examples` directory for complete working examples:
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+
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+ - **Basic Example** - Simple scene with primitive geometry
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+ - **GLTF Models** - Loading and outlining GLTF/GLB files
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+ - **IFC Models** - Working with Building Information Models
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+ - **Interactive Controls** - Real-time parameter adjustment
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+
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+ To run examples locally:
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+
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+ ```bash
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+ cd examples
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+ npm install
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+ npm run dev
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+ ```
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+
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+ ## 🎓 How It Works
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+
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+ Peridot uses the [webgl-outlines technique](https://github.com/OmarShehata/webgl-outlines) by Omar Shehata:
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+
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+ 1. **Render Passes** - Scene is rendered to depth, normal, and surface ID buffers
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+ 2. **Edge Detection** - Post-process shader detects edges based on buffer differences
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+ 3. **Outline Rendering** - Detected edges are rendered as colored outlines
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+ 4. **Anti-Aliasing** - FXAA pass ensures smooth, crisp edges
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+
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+ This approach provides:
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+ - ✅ High-quality outlines on any geometry
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+ - ✅ No special mesh preparation required
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+ - ✅ Works with any material
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+ - ✅ Minimal performance impact
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+
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+ ## 📊 Performance
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+
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+ - **Bundle Size**: ~27 KB (minified)
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+ - **Runtime**: < 1ms per frame (typical)
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+ - **Memory**: Minimal overhead (2-3 render targets)
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+ - **Compatibility**: WebGL 2.0+ required
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+
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+ ## 🤝 Contributing
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+
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+ Contributions are welcome! Please feel free to submit a Pull Request.
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+
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+ See [CONTRIBUTING.md](CONTRIBUTING.md) for guidelines.
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+
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+ ## 📝 License
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+
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+ MIT © Christian Dimitri
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+
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+ ## 🙏 Acknowledgments
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+
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+ - [Omar Shehata](https://github.com/OmarShehata) for the original [webgl-outlines](https://github.com/OmarShehata/webgl-outlines) technique
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+ - [Three.js](https://threejs.org/) for the amazing 3D library
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+ - [React Three Fiber](https://docs.pmnd.rs/react-three-fiber) for the React renderer
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+ - [IFC.js](https://ifcjs.github.io/info/) for IFC support
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+
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+ ## 📚 Resources
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+
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+ - [Documentation](https://github.com/yourusername/r3f-peridot#readme)
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+ - [Examples](https://github.com/yourusername/r3f-peridot/tree/main/examples)
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+ - [Issues](https://github.com/yourusername/r3f-peridot/issues)
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+ - [WebGL Outlines Blog Post](https://omar-shehata.medium.com/how-to-render-outlines-in-webgl-8253c14724f9)
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+
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+ ## 🌟 Show Your Support
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+
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+ If you find Peridot useful, please:
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+ - ⭐ Star the repository
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+ - 🐦 Share on social media
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+ - 📝 Write a blog post
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+ - 🎥 Create a tutorial
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+
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+ ---
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+
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+ **Made with 💚 for the open source community**
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+
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+ *"Precision outlines for every model" - Peridot* 💎
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+ import * as react from 'react';
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+ import * as THREE from 'three';
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+ import { Pass, FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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+
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+ interface OutlineEffectProps {
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+ /** Enable or disable the outline effect */
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+ enabled?: boolean;
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+ /** Color of the outline (THREE.Color or hex string) */
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+ outlineColor?: THREE.Color | string;
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+ /** Depth bias for edge detection (default: 0.9) */
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+ depthBias?: number;
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+ /** Depth multiplier for edge detection (default: 20.0) */
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+ depthMultiplier?: number;
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+ /** Normal bias for edge detection (default: 1.0) */
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+ normalBias?: number;
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+ /** Normal multiplier for edge detection (default: 1.0) */
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+ normalMultiplier?: number;
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+ /**
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+ * Debug visualization mode (default: 0)
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+ * - 0: Outlines V2 (surface ID based)
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+ * - 1: Outlines V1 (depth/normal based)
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+ * - 2: Original scene
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+ * - 3: Depth buffer
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+ * - 4: Normal buffer
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+ * - 5: SurfaceID debug buffer
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+ * - 6: Outlines only V2
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+ */
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+ debugVisualize?: number;
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+ /** Array of objects to apply outlines to (currently not used, reserved for future) */
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+ selectedObjects?: THREE.Object3D[];
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+ }
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+ interface OutlineEffectRef {
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+ /** Update the maximum surface ID for proper normalization */
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+ updateMaxSurfaceId: (maxSurfaceId: number) => void;
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+ }
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+ /**
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+ * OutlineEffect - A React Three Fiber component that adds post-processing outline effects
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+ * to your 3D scene using depth, normals, and surface ID detection.
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+ *
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+ * Based on the webgl-outlines technique by Omar Shehata
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+ * https://github.com/OmarShehata/webgl-outlines
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+ *
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+ * @example
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+ * ```tsx
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+ * import { Canvas } from '@react-three/fiber'
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+ * import { OutlineEffect } from 'r3f-gltf-outlines'
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+ *
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+ * function Scene() {
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+ * return (
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+ * <>
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+ * <OutlineEffect
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+ * outlineColor="#ffffff"
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+ * depthBias={0.9}
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+ * depthMultiplier={20.0}
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+ * />
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+ * <mesh>
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+ * <boxGeometry />
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+ * <meshStandardMaterial />
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+ * </mesh>
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+ * </>
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+ * )
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+ * }
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+ * ```
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+ */
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+ declare const OutlineEffect: react.ForwardRefExoticComponent<OutlineEffectProps & react.RefAttributes<OutlineEffectRef>>;
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+
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+ declare class FindSurfaces {
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+ surfaceId: number;
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+ constructor();
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+ getSurfaceIdAttribute(mesh: THREE.Mesh): Float32Array;
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+ _generateSurfaceIds(mesh: THREE.Mesh): {
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+ [key: number]: number;
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+ };
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+ }
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+
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+ declare function getSurfaceIdMaterial(): THREE.ShaderMaterial;
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+ declare function getDebugSurfaceIdMaterial(): THREE.ShaderMaterial;
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+
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+ /**
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+ * CustomOutlinePass - A post-processing pass that renders outlines based on depth,
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+ * normals, and surface IDs.
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+ *
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+ * Based on the webgl-outlines technique by Omar Shehata
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+ * https://github.com/OmarShehata/webgl-outlines
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+ */
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+ declare class CustomOutlinePass extends Pass {
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+ renderScene: THREE.Scene;
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+ renderCamera: THREE.Camera;
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+ resolution: THREE.Vector2;
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+ fsQuad: FullScreenQuad;
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+ surfaceBuffer: THREE.WebGLRenderTarget;
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+ normalOverrideMaterial: THREE.MeshNormalMaterial;
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+ surfaceIdOverrideMaterial: THREE.ShaderMaterial;
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+ surfaceIdDebugOverrideMaterial: THREE.ShaderMaterial;
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+ constructor(resolution: THREE.Vector2, scene: THREE.Scene, camera: THREE.Camera);
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+ dispose(): void;
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+ updateMaxSurfaceId(maxSurfaceId: number): void;
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+ setSize(width: number, height: number): void;
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+ getDebugVisualizeValue(): any;
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+ isUsingSurfaceIds(): boolean;
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+ render(renderer: THREE.WebGLRenderer, writeBuffer: THREE.WebGLRenderTarget, readBuffer: THREE.WebGLRenderTarget): void;
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+ get vertexShader(): string;
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+ get fragmentShader(): string;
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+ createOutlinePostProcessMaterial(): THREE.ShaderMaterial;
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+ }
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+
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+ /**
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+ * Merges together vertices along the edges between triangles
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+ * whose angle is below the given threshold.
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+ *
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+ * @param {number[]} vertices - Array of (x,y,z) positions as a flat list.
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+ * @param {number[]} indices - Array of indices of (v1, v2, v3) that define the triangles.
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+ * @param {number} [thresholdAngle=1] - In degrees. When the angle between the face normals
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+ * of 2 triangles is less than this threshold, the vertices along their shared edge are merged.
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+ * @returns {number[]} - A new index buffer without the extra vertices.
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+ */
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+ declare function weldVertices(vertices: number[], indices: number[], thresholdAngle?: number): number[];
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+
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+ /**
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+ * Hook that computes and applies surface IDs to all meshes in the scene
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+ * This is required for outline V2 (surface ID based outlines) to work
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+ */
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+ declare function useSurfaceIds(enabled?: boolean): void;
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+
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+ export { CustomOutlinePass, FindSurfaces, OutlineEffect, type OutlineEffectProps, type OutlineEffectRef, getDebugSurfaceIdMaterial, getSurfaceIdMaterial, useSurfaceIds, weldVertices };
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+ import * as react from 'react';
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+ import * as THREE from 'three';
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+ import { Pass, FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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+
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+ interface OutlineEffectProps {
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+ /** Enable or disable the outline effect */
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+ enabled?: boolean;
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+ /** Color of the outline (THREE.Color or hex string) */
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+ outlineColor?: THREE.Color | string;
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+ /** Depth bias for edge detection (default: 0.9) */
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+ depthBias?: number;
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+ /** Depth multiplier for edge detection (default: 20.0) */
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+ depthMultiplier?: number;
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+ /** Normal bias for edge detection (default: 1.0) */
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+ normalBias?: number;
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+ /** Normal multiplier for edge detection (default: 1.0) */
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+ normalMultiplier?: number;
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+ /**
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+ * Debug visualization mode (default: 0)
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+ * - 0: Outlines V2 (surface ID based)
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+ * - 1: Outlines V1 (depth/normal based)
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+ * - 2: Original scene
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+ * - 3: Depth buffer
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+ * - 4: Normal buffer
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+ * - 5: SurfaceID debug buffer
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+ * - 6: Outlines only V2
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+ */
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+ debugVisualize?: number;
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+ /** Array of objects to apply outlines to (currently not used, reserved for future) */
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+ selectedObjects?: THREE.Object3D[];
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+ }
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+ interface OutlineEffectRef {
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+ /** Update the maximum surface ID for proper normalization */
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+ updateMaxSurfaceId: (maxSurfaceId: number) => void;
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+ }
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+ /**
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+ * OutlineEffect - A React Three Fiber component that adds post-processing outline effects
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+ * to your 3D scene using depth, normals, and surface ID detection.
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+ *
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+ * Based on the webgl-outlines technique by Omar Shehata
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+ * https://github.com/OmarShehata/webgl-outlines
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+ *
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+ * @example
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+ * ```tsx
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+ * import { Canvas } from '@react-three/fiber'
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+ * import { OutlineEffect } from 'r3f-gltf-outlines'
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+ *
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+ * function Scene() {
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+ * return (
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+ * <>
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+ * <OutlineEffect
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+ * outlineColor="#ffffff"
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+ * depthBias={0.9}
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+ * depthMultiplier={20.0}
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+ * />
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+ * <mesh>
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+ * <boxGeometry />
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+ * <meshStandardMaterial />
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+ * </mesh>
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+ * </>
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+ * )
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+ * }
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+ * ```
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+ */
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+ declare const OutlineEffect: react.ForwardRefExoticComponent<OutlineEffectProps & react.RefAttributes<OutlineEffectRef>>;
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+
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+ declare class FindSurfaces {
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+ surfaceId: number;
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+ constructor();
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+ getSurfaceIdAttribute(mesh: THREE.Mesh): Float32Array;
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+ _generateSurfaceIds(mesh: THREE.Mesh): {
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+ [key: number]: number;
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+ };
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+ }
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+
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+ declare function getSurfaceIdMaterial(): THREE.ShaderMaterial;
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+ declare function getDebugSurfaceIdMaterial(): THREE.ShaderMaterial;
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+
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+ /**
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+ * CustomOutlinePass - A post-processing pass that renders outlines based on depth,
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+ * normals, and surface IDs.
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+ *
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+ * Based on the webgl-outlines technique by Omar Shehata
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+ * https://github.com/OmarShehata/webgl-outlines
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+ */
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+ declare class CustomOutlinePass extends Pass {
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+ renderScene: THREE.Scene;
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+ renderCamera: THREE.Camera;
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+ resolution: THREE.Vector2;
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+ fsQuad: FullScreenQuad;
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+ surfaceBuffer: THREE.WebGLRenderTarget;
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+ normalOverrideMaterial: THREE.MeshNormalMaterial;
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+ surfaceIdOverrideMaterial: THREE.ShaderMaterial;
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+ surfaceIdDebugOverrideMaterial: THREE.ShaderMaterial;
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+ constructor(resolution: THREE.Vector2, scene: THREE.Scene, camera: THREE.Camera);
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+ dispose(): void;
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+ updateMaxSurfaceId(maxSurfaceId: number): void;
98
+ setSize(width: number, height: number): void;
99
+ getDebugVisualizeValue(): any;
100
+ isUsingSurfaceIds(): boolean;
101
+ render(renderer: THREE.WebGLRenderer, writeBuffer: THREE.WebGLRenderTarget, readBuffer: THREE.WebGLRenderTarget): void;
102
+ get vertexShader(): string;
103
+ get fragmentShader(): string;
104
+ createOutlinePostProcessMaterial(): THREE.ShaderMaterial;
105
+ }
106
+
107
+ /**
108
+ * Merges together vertices along the edges between triangles
109
+ * whose angle is below the given threshold.
110
+ *
111
+ * @param {number[]} vertices - Array of (x,y,z) positions as a flat list.
112
+ * @param {number[]} indices - Array of indices of (v1, v2, v3) that define the triangles.
113
+ * @param {number} [thresholdAngle=1] - In degrees. When the angle between the face normals
114
+ * of 2 triangles is less than this threshold, the vertices along their shared edge are merged.
115
+ * @returns {number[]} - A new index buffer without the extra vertices.
116
+ */
117
+ declare function weldVertices(vertices: number[], indices: number[], thresholdAngle?: number): number[];
118
+
119
+ /**
120
+ * Hook that computes and applies surface IDs to all meshes in the scene
121
+ * This is required for outline V2 (surface ID based outlines) to work
122
+ */
123
+ declare function useSurfaceIds(enabled?: boolean): void;
124
+
125
+ export { CustomOutlinePass, FindSurfaces, OutlineEffect, type OutlineEffectProps, type OutlineEffectRef, getDebugSurfaceIdMaterial, getSurfaceIdMaterial, useSurfaceIds, weldVertices };