roavatar-renderer 1.9.5 → 1.9.7
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/dist/index.d.ts +37 -4
- package/dist/index.js +9598 -8802
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -1,4 +1,5 @@
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import { EffectComposer } from 'postprocessing';
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import { EffectPass } from 'postprocessing';
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import { N8AOPostPass } from 'n8ao';
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import { OrbitControls } from 'three/examples/jsm/Addons.js';
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import * as THREE from 'three';
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@@ -1029,6 +1030,7 @@ declare class Cache_2<K, V> {
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map: Map<K, V>;
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lastAccess: Map<K, number>;
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maxEntries: number;
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onDelete?: (key: K) => void;
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constructor(maxEntries?: number);
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get(key: K): V | undefined;
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set(key: K, value: V): Cache_2<K, V>;
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@@ -1431,6 +1433,11 @@ export declare function exposeAPI(): void;
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*/
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export declare function exposeFLAGS(): void;
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/**
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* @category Exposer
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*/
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export declare function exposeManagedTextures(): void;
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/**
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* @category Exposer
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*/
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@@ -1640,7 +1647,7 @@ export declare const FLAGS: {
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RBF_PATCH_SHAPE_SAMPLES: number;
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/**forces vertex color to be white when false */
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USE_VERTEX_COLOR: boolean;
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-
/**
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/**despite its name it is not needed for post processing, all it does is automatically add post processing to RBXRenderer.firstScene*/
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USE_POST_PROCESSING: boolean;
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/**doubles render resolution when using post processing, makes anti-aliasing artifacts less visible but can be performance heavy on high resolutions */
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POST_PROCESSING_IS_DOUBLE_SIZE: boolean;
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@@ -3541,7 +3548,9 @@ export declare class RBXRenderer {
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/**@deprecated This can only get the first renderScene's controls */
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static get controls(): OrbitControls<THREE.Camera> | undefined;
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static renderer?: THREE.WebGLRenderer;
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/**
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/**
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* @deprecated Renders wihout the effectComposer, which is no longer intended behavior as it leads to incorrect color management, instead create a new effect composer
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*/
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static usePostProcessing: boolean;
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static resolution: [number, number];
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static backgroundColor: THREE.ColorRepresentation;
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@@ -3573,7 +3582,12 @@ export declare class RBXRenderer {
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static boilerplateSetup(): Promise<void>;
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static showErrorHTML(): Promise<void>;
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static createLoadingIconHTML(): void;
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-
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/**
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*
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* @param includeEffectComposer Only ever set this to false if you know you will be rendering to a RenderTarget (for example thumbnail generation), otherwise color handling is incorrect
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* @returns
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*/
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static addScene(includeEffectComposer?: boolean): RBXRendererScene;
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/**Fully sets up renderer with scene, camera and frame rendering
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* @returns success
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*/
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@@ -3607,10 +3621,16 @@ export declare class RBXRenderer {
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* @deprecated use createEffectComposer()
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*/
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static _createEffectComposer(renderScene?: RBXRendererScene): void;
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-
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/**
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* Scenes now always have an effectComposer, to add post processing use the dedicated function RBXRendererScene.addPostProcessing()
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*
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* This function disposes the original effectComposer and creates a new one, which adds a little overhead (probably) though it still adds post processing for backwards compatibility
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*/
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static createEffectComposer(renderScene?: RBXRendererScene, includePostProcessing?: boolean): void;
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/**Removes an instance from the renderer */
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static removeInstance(instance: Instance, renderScene?: RBXRendererScene): void;
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static getRenderDescs(instance: Instance): RenderDesc[];
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private static _addSkeletonToResult;
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private static _addRenderDesc;
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/**Adds an instance to the renderer or updates it */
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static addInstance(instance: Instance, auth: Authentication, renderScene?: RBXRendererScene): void;
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@@ -3654,8 +3674,16 @@ export declare class RBXRendererScene {
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controls: OrbitControls | undefined;
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shouldAnimate: boolean;
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destroyed: boolean;
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/**Used internally to determine color space output */
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isForRenderTarget: boolean;
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get colorSpace(): THREE.ColorSpace;
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n8aoPass: N8AOPostPass | undefined;
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effectPass: EffectPass | undefined;
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effectComposer: EffectComposer | undefined;
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hasPostProcessing: boolean;
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/**Used so MSAA will stay the same even when effectComposer is recreated */
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_msaa: number;
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queueEffectComposerCreation: boolean;
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scissor?: [number, number, number, number];
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viewport?: [number, number, number, number];
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addedInstances: Instance[];
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@@ -3679,6 +3707,11 @@ export declare class RBXRendererScene {
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ambientLight?: THREE.AmbientLight;
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directionalLight?: THREE.DirectionalLight;
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directionalLight2?: THREE.DirectionalLight;
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/**Adds a SSAO pass to the effectComposer and replaces the current EffectPass with one that contains SSAO and Bloom */
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addPostProcessing(): void;
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/**Sets/gets MSAA level of the effectComposer, which is 4 by default */
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set msaa(value: number);
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get msaa(): number;
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/** Forces viewport to be within bounds */
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setRect(bounds: DOMRect): void;
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/** Makes viewport size 0x0, invisible */
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