three-low-poly 0.9.17 → 0.9.18
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.cjs.js +7 -7
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +222 -109
- package/dist/index.es.js +998 -932
- package/dist/index.es.js.map +1 -1
- package/dist/index.iife.js +7 -7
- package/dist/index.iife.js.map +1 -1
- package/dist/index.umd.js +7 -7
- package/dist/index.umd.js.map +1 -1
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -45,6 +45,48 @@ export declare function addWaterDisplacement<T extends Material>(material: T, {
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waveAmplitude?: number | undefined;
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}): void;
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/**
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* Generates spherical curve profile points, for use with geometry.
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* Enables connective geometry via holes at the top and bottom of the sphere.
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*
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* Example usage:
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*
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* Tube that connect with a sphere on the bottom:
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* ```
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* const points: Vector2[] = [
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* new Vector2(1, 0),
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* ...appendSphericalCurve(
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* 2, // Radius x
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* 2, // Radius y
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* 5, // Start y
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* 0, // Hole top radius
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* 1, // Hole bottom radius
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* 32, // Segments
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* ),
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* ];
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*
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* const latheGeometry = new LatheGeometry(points, 32);
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* ```
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*
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* Tube that connect with a sphere on the top:
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* ```
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* const points: Vector2[] = [
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* ...appendSphericalCurve(
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* 2, // Radius x
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* 2, // Radius y
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* 1, // Start y
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* 1, // Hole top radius
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* 0, // Hole bottom radius
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* 32, // Segments
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* ),
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* new Vector2(1, 5),
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* ];
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*
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* const latheGeometry = new LatheGeometry(points, 32);
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* ```
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*/
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export declare function appendSphericalCurve(sphereRadiusX: number, sphereRadiusY: number, sphereStartY: number, holeTopRadius?: number, holeBottomRadius?: number, segments?: number): Vector2[];
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/**
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* Atmospheric scattering shader.
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*
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@@ -439,6 +481,100 @@ export declare function calculateXFromSlopeIntercept(x1: number, y1: number, x2:
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*/
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export declare function calculateYFromSlopeIntercept(x1: number, y1: number, x2: number, y2: number, x: number): number;
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/**
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* Dolly backward
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*
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* Example:
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* ```
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* dollyAnimation(camera, 5, 3000, () => {
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* console.log("Dolly animation complete");
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* });
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* ```
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*/
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export declare function cameraDollyAnimation(camera: Camera, distance: number, duration: number, onComplete?: () => void): void;
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/**
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* The camera flies through a sequence of points, ideal for showcasing specific elements in the scene.
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*
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* Example:
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* ```
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* flythroughAnimation(
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* camera,
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* [
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* new THREE.Vector3(0, 5, 5),
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* new THREE.Vector3(0, 5, -25.5),
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* new THREE.Vector3(-20.5, 5, 0),
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* ],
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* 6000,
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* () => {
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* console.log("Flythrough animation complete");
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* }
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* );
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* ```
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*/
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export declare function cameraFlythroughAnimation(camera: Camera, waypoints: Vector3[], duration: number, onComplete?: () => void): void;
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/**
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* Orbit around a target
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*
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* Example:
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* ```
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* orbitAnimation(camera, new THREE.Vector3(0, 0, 0), 10, 5000, () => {
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* console.log("Orbit animation complete");
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* });
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* ```
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*/
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export declare function cameraOrbitAnimation(camera: Camera, target: Vector3, radius: number, duration: number, onComplete?: () => void): void;
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/**
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* The camera swings back and forth like a pendulum.
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*
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* Example:
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* ```
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* pendulumAnimation(camera, new THREE.Vector3(0, 5, 5), 0.5, 9000, 3, () => {
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* console.log("Pendulum animation complete");
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* });
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* ```
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*/
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export declare function cameraPendulumAnimation(camera: Camera, center: Vector3, radius: number, duration: number, oscillations: number, onComplete?: () => void): void;
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/**
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* The camera spirals upward, perfect for revealing a large scene or structure.
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*
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* Example:
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* ```
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* spiralAscensionAnimation(camera, new THREE.Vector3(0, 0, 0), 10, 300, 7, 12000, () => {
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* console.log("Spiral ascension animation complete");
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* });
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* ```
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*/
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export declare function cameraSpiralAscensionAnimation(camera: Camera, center: Vector3, radius: number, height: number, revolutions: number, duration: number, onComplete?: () => void): void;
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/**
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* Add a slight random wobble for intensity or realism (e.g., during an explosion).
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*
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* Example:
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* ```
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* wobbleAnimation(camera, 0.5, 1000, () => {
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* console.log("Wobble animation complete");
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* });
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* ```
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*/
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export declare function cameraWobbleAnimation(camera: Camera, intensity: number, duration: number, onComplete?: () => void): void;
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/**
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* The camera smoothly zooms in toward a target, focusing attention on a specific point,
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* and resets to its original FOV after completion.
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*
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* Example:
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* ```
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* zoomInAnimation(camera, new THREE.Vector3(0, 0, 0), 120, 75, 2000, () => {
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* console.log("Zoom in animation complete");
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* });
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* ```
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*/
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export declare function cameraZoomInAnimation(camera: PerspectiveCamera, target: Vector3, startFov: number, endFov: number, duration: number, onComplete?: () => void): void;
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export declare class Candle extends Group {
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private candle;
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private flame;
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@@ -964,18 +1100,6 @@ export declare const Direction: {
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*/
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export declare const displacementBrush: <T extends BufferGeometry>(geometry: T, position: Vector3, radius: number, strength: number, direction?: Vector3, falloffFn?: (distance: number, radius: number) => number) => void;
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/**
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* Dolly backward
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*
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* Example:
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* ```
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* dollyAnimation(camera, 5, 3000, () => {
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* console.log("Dolly animation complete");
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* });
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* ```
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*/
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export declare function dollyAnimation(camera: Camera, distance: number, duration: number, onComplete?: () => void): void;
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-
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/**
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* Easing functions for interpolating values over time.
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*/
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@@ -1020,18 +1144,26 @@ export declare class EllipticLeafGeometry extends BufferGeometry {
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}
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/**
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* Emissive pulse
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* Emissive pulse animation, producing a flickering light effect for materials that have emissive properties.
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* The emissive intensity of the material will oscillate between `minIntensity` and `maxIntensity`.
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*
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* Use with materials that have emissive properties.
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* Oscillation time = 2π / speed
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* - Low speed values (e.g., 0.5) will result in a slow pulse
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* - High speed values (e.g., 10) will result in a rapid flicker
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*
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* Requires `update()` frame handler with `clock.getElapsedTime()` for animation.
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*
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* Example usage:
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* ```
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* const pulseAnimation = new EmissivePulseAnimation();
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* const clock = new THREE.Clock();
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*
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* function animate() {
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* pulseAnimation.update(clock.getElapsedTime());
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* }
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* ```
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*/
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export declare class
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export declare class EmissivePulseAnimation {
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speed: number;
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maxIntensity: number;
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minIntensity: number;
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export declare function findClosestColorChannelWise(inputColor: number, dataset: number[]): number | null;
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export declare class Flask extends Group {
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constructor();
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}
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/**
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* Flattens vertices to a given plane defined by a target height or normal direction.
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*/
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constructor();
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}
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/**
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* The camera flies through a sequence of points, ideal for showcasing specific elements in the scene.
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*
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* Example:
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* ```
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* flythroughAnimation(
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* camera,
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* [
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* new THREE.Vector3(0, 5, 5),
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* new THREE.Vector3(0, 5, -25.5),
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* new THREE.Vector3(-20.5, 5, 0),
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* ],
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* 6000,
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* () => {
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* console.log("Flythrough animation complete");
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* }
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* );
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* ```
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*/
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export declare function flythroughAnimation(camera: Camera, waypoints: Vector3[], duration: number, onComplete?: () => void): void;
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export declare const gaussian: (t: number) => number;
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export declare class Gear extends Mesh {
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@@ -1192,7 +1299,7 @@ export declare function hexToHsl(hex: number): [number, number, number];
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*/
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export declare function hexToRgb(hex: number): [number, number, number];
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export declare class Hill extends Mesh {
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export declare class Hill extends Mesh<HillGeometry, MeshStandardMaterial> {
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constructor({ radius, //
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height, widthSegments, heightSegments, phiStart, phiLength, }?: {
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radius?: number | undefined;
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export declare const inverse: (t: number) => number;
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/**
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* Material indices
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* 0. Jar
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* 1. Cork
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*/
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export declare class Jar extends Mesh<JarGeometry, MeshStandardMaterial[]> {
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constructor();
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}
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/**
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* Group indices
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* 0. Jar
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* 1. Cork
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*/
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export declare class JarGeometry extends BufferGeometry {
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constructor();
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}
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export declare class Lantern extends Group {
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constructor(height?: number, baseWidth?: number);
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}
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/**
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* A lightning
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* A lightning animation that can be used to simulate a lightning storm.
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* This effect is applied to a light source.
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* Example usage:
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* scene.add(lightning);
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* lightning.position.set(5, 10, -5);
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*
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* const lightningAnimation = new LightningAnimation();
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*
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* setRandomInterval(() => {
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* lightningEffect.triggerLightning();
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* }, 250, 1250);
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* ```
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*/
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export declare class
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export declare class LightningAnimation {
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private light?;
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minIntensity: number;
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maxIntensity: number;
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}
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/**
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* Material indices:
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* 0. Rocks
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* 1. Moss
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*/
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export declare class MossyRocks extends Mesh<MossyRocksGeometry, MeshStandardMaterial[]> {
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constructor();
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}
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/**
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* Group indices:
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* 0. Rocks
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* 1. Moss
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*/
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export declare class MossyRocksGeometry extends BufferGeometry {
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constructor();
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}
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@@ -1422,7 +1563,7 @@ export declare class MossyRocks extends Group {
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1422
1563
|
* }
|
|
1423
1564
|
* ```
|
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1424
1565
|
*/
|
|
1425
|
-
export declare class Mound extends Mesh {
|
|
1566
|
+
export declare class Mound extends Mesh<MoundGeometry, MeshStandardMaterial> {
|
|
1426
1567
|
constructor({ radius, //
|
|
1427
1568
|
widthSegments, heightSegments, phiStart, phiLength, thetaLength, }?: {
|
|
1428
1569
|
radius?: number | undefined;
|
|
@@ -1562,18 +1703,6 @@ declare interface ObeliskHeadstoneOptions {
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1562
1703
|
totalHeight?: number;
|
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1563
1704
|
}
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1564
1705
|
|
|
1565
|
-
/**
|
|
1566
|
-
* Orbit around a target
|
|
1567
|
-
*
|
|
1568
|
-
* Example:
|
|
1569
|
-
* ```
|
|
1570
|
-
* orbitAnimation(camera, new THREE.Vector3(0, 0, 0), 10, 5000, () => {
|
|
1571
|
-
* console.log("Orbit animation complete");
|
|
1572
|
-
* });
|
|
1573
|
-
* ```
|
|
1574
|
-
*/
|
|
1575
|
-
export declare function orbitAnimation(camera: Camera, target: Vector3, radius: number, duration: number, onComplete?: () => void): void;
|
|
1576
|
-
|
|
1577
1706
|
/**
|
|
1578
1707
|
* Prefab for a panel.
|
|
1579
1708
|
* Designed to be used as a control panel for switches, lights, levels, dials, and gauges.
|
|
@@ -1636,18 +1765,6 @@ export declare const ParametricCurveUtils: {
|
|
|
1636
1765
|
*/
|
|
1637
1766
|
export declare function parseHexCode(hex: string): [number, number, number];
|
|
1638
1767
|
|
|
1639
|
-
/**
|
|
1640
|
-
* The camera swings back and forth like a pendulum.
|
|
1641
|
-
*
|
|
1642
|
-
* Example:
|
|
1643
|
-
* ```
|
|
1644
|
-
* pendulumAnimation(camera, new THREE.Vector3(0, 5, 5), 0.5, 9000, 3, () => {
|
|
1645
|
-
* console.log("Pendulum animation complete");
|
|
1646
|
-
* });
|
|
1647
|
-
* ```
|
|
1648
|
-
*/
|
|
1649
|
-
export declare function pendulumAnimation(camera: Camera, center: Vector3, radius: number, duration: number, oscillations: number, onComplete?: () => void): void;
|
|
1650
|
-
|
|
1651
1768
|
/**
|
|
1652
1769
|
* Planar UV Mapping
|
|
1653
1770
|
* Projects UVs onto the geometry from a single direction (like shining a projector onto a surface).
|
|
@@ -1772,7 +1889,11 @@ export declare class RockGeometry extends BufferGeometry {
|
|
|
1772
1889
|
constructor(radius?: number, widthSegments?: number, heightSegments?: number);
|
|
1773
1890
|
}
|
|
1774
1891
|
|
|
1775
|
-
export declare class Rocks extends
|
|
1892
|
+
export declare class Rocks extends Mesh<RocksGeometry, MeshStandardMaterial> {
|
|
1893
|
+
constructor();
|
|
1894
|
+
}
|
|
1895
|
+
|
|
1896
|
+
export declare class RocksGeometry extends BufferGeometry {
|
|
1776
1897
|
constructor();
|
|
1777
1898
|
}
|
|
1778
1899
|
|
|
@@ -1892,18 +2013,6 @@ export declare function sphericalUVMapping(vertices: [number, number, number][])
|
|
|
1892
2013
|
*/
|
|
1893
2014
|
export declare const spikeBrush: <T extends BufferGeometry>(geometry: T, position: Vector3, radius: number, strength: number, inward?: boolean, falloffFn?: (distance: number, radius: number) => number) => void;
|
|
1894
2015
|
|
|
1895
|
-
/**
|
|
1896
|
-
* The camera spirals upward, perfect for revealing a large scene or structure.
|
|
1897
|
-
*
|
|
1898
|
-
* Example:
|
|
1899
|
-
* ```
|
|
1900
|
-
* spiralAscensionAnimation(camera, new THREE.Vector3(0, 0, 0), 10, 300, 7, 12000, () => {
|
|
1901
|
-
* console.log("Spiral ascension animation complete");
|
|
1902
|
-
* });
|
|
1903
|
-
* ```
|
|
1904
|
-
*/
|
|
1905
|
-
export declare function spiralAscensionAnimation(camera: Camera, center: Vector3, radius: number, height: number, revolutions: number, duration: number, onComplete?: () => void): void;
|
|
1906
|
-
|
|
1907
2016
|
export declare class SpiralStaircaseGeometry extends BufferGeometry {
|
|
1908
2017
|
constructor(stepWidth?: number, stepDepth?: number, stepHeight?: number, numSteps?: number, radius?: number, angleIncrement?: number);
|
|
1909
2018
|
}
|
|
@@ -1971,7 +2080,21 @@ export declare class StoneFencePostGeometry extends BufferGeometry {
|
|
|
1971
2080
|
});
|
|
1972
2081
|
}
|
|
1973
2082
|
|
|
1974
|
-
|
|
2083
|
+
/**
|
|
2084
|
+
* Material indices
|
|
2085
|
+
* 0: Base
|
|
2086
|
+
* 1: Coil
|
|
2087
|
+
*/
|
|
2088
|
+
export declare class TeslaCoil extends Mesh<TeslaCoilGeometry, MeshStandardMaterial[]> {
|
|
2089
|
+
constructor();
|
|
2090
|
+
}
|
|
2091
|
+
|
|
2092
|
+
/**
|
|
2093
|
+
* Group indices
|
|
2094
|
+
* 0: Base
|
|
2095
|
+
* 1: Coil
|
|
2096
|
+
*/
|
|
2097
|
+
export declare class TeslaCoilGeometry extends BufferGeometry {
|
|
1975
2098
|
constructor();
|
|
1976
2099
|
}
|
|
1977
2100
|
|
|
@@ -1987,6 +2110,21 @@ export declare class TestTubeRack extends Group {
|
|
|
1987
2110
|
constructor(count?: number, colors?: number[]);
|
|
1988
2111
|
}
|
|
1989
2112
|
|
|
2113
|
+
/**
|
|
2114
|
+
* Calculate the thetaLength to achieve a specific hole radius in a sphere.
|
|
2115
|
+
* thetaLength = asin(w / (2 * R))
|
|
2116
|
+
*
|
|
2117
|
+
* Returns the thetaLength in radians.
|
|
2118
|
+
*
|
|
2119
|
+
* Example usage:
|
|
2120
|
+
* ```
|
|
2121
|
+
* const sphereRadius = 5; // Radius of the sphere
|
|
2122
|
+
* const holeRadius = 1; // Desired radius of the hole at the top
|
|
2123
|
+
* const thetaLength = thetaLengthForRadius(sphereRadius, holeRadius);
|
|
2124
|
+
* ```
|
|
2125
|
+
*/
|
|
2126
|
+
export declare const thetaLengthForRadius: (sphereRadius: number, holeRadius: number) => number;
|
|
2127
|
+
|
|
1990
2128
|
/**
|
|
1991
2129
|
* Material indices:
|
|
1992
2130
|
* 0. Trunk
|
|
@@ -2076,18 +2214,6 @@ export declare class WineBottleGeometry extends BufferGeometry {
|
|
|
2076
2214
|
});
|
|
2077
2215
|
}
|
|
2078
2216
|
|
|
2079
|
-
/**
|
|
2080
|
-
* Add a slight random wobble for intensity or realism (e.g., during an explosion).
|
|
2081
|
-
*
|
|
2082
|
-
* Example:
|
|
2083
|
-
* ```
|
|
2084
|
-
* wobbleAnimation(camera, 0.5, 1000, () => {
|
|
2085
|
-
* console.log("Wobble animation complete");
|
|
2086
|
-
* });
|
|
2087
|
-
* ```
|
|
2088
|
-
*/
|
|
2089
|
-
export declare function wobbleAnimation(camera: Camera, intensity: number, duration: number, onComplete?: () => void): void;
|
|
2090
|
-
|
|
2091
2217
|
export declare class WroughtIronBar extends Mesh<WroughtIronBarGeometry, MeshStandardMaterial> {
|
|
2092
2218
|
constructor({ barHeight, //
|
|
2093
2219
|
barRadius, spikeHeight, spikeRadius, spikeScaleZ, radialSegments, }?: {
|
|
@@ -2149,17 +2275,4 @@ export declare class WroughtIronFenceGeometry extends BufferGeometry {
|
|
|
2149
2275
|
});
|
|
2150
2276
|
}
|
|
2151
2277
|
|
|
2152
|
-
/**
|
|
2153
|
-
* The camera smoothly zooms in toward a target, focusing attention on a specific point,
|
|
2154
|
-
* and resets to its original FOV after completion.
|
|
2155
|
-
*
|
|
2156
|
-
* Example:
|
|
2157
|
-
* ```
|
|
2158
|
-
* zoomInAnimation(camera, new THREE.Vector3(0, 0, 0), 120, 75, 2000, () => {
|
|
2159
|
-
* console.log("Zoom in animation complete");
|
|
2160
|
-
* });
|
|
2161
|
-
* ```
|
|
2162
|
-
*/
|
|
2163
|
-
export declare function zoomInAnimation(camera: PerspectiveCamera, target: Vector3, startFov: number, endFov: number, duration: number, onComplete?: () => void): void;
|
|
2164
|
-
|
|
2165
2278
|
export { }
|