three-low-poly 0.9.18 → 0.9.19
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 +8 -8
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +121 -9
- package/dist/index.es.js +1185 -1068
- package/dist/index.es.js.map +1 -1
- package/dist/index.iife.js +10 -10
- package/dist/index.iife.js.map +1 -1
- package/dist/index.umd.js +10 -10
- package/dist/index.umd.js.map +1 -1
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -12,6 +12,7 @@ import { MeshLambertMaterial } from 'three';
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import { MeshPhongMaterial } from 'three';
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import { MeshPhysicalMaterial } from 'three';
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import { MeshStandardMaterial } from 'three';
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+
import { ParametricGeometry } from 'three-stdlib';
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import { PerspectiveCamera } from 'three';
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import { ShaderMaterial } from 'three';
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import { Shape } from 'three';
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@@ -575,14 +576,38 @@ export declare function cameraWobbleAnimation(camera: Camera, intensity: number,
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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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constructor(
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-
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/**
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* Material indices
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* 0: Stick
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* 1: Flame
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*/
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export declare class Candle extends Mesh<CandleGeometry, MeshStandardMaterial[]> {
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constructor({ radiusTop, //
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radiusBottom, height, flameHeight, flameRadius, segments, }?: {
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radiusTop?: number | undefined;
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radiusBottom?: number | undefined;
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height?: number | undefined;
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flameHeight?: number | undefined;
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flameRadius?: number | undefined;
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segments?: number | undefined;
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});
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}
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/**
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* Group indices
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* 0: Stick
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* 1: Flame
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*/
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export declare class CandleGeometry extends BufferGeometry {
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constructor({ radiusTop, //
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radiusBottom, height, flameHeight, flameRadius, segments, }?: {
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radiusTop?: number | undefined;
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radiusBottom?: number | undefined;
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height?: number | undefined;
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flameHeight?: number | undefined;
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flameRadius?: number | undefined;
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segments?: number | undefined;
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});
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}
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/**
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@@ -623,12 +648,22 @@ export declare function centerInstancedMesh<T extends InstancedMesh>(mesh: T): v
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export declare function centerMesh<T extends Mesh>(mesh: T): void;
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/**
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* Centers
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* Centers a Mesh at the specified target position.
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*/
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export declare function centerMeshAtTarget<T extends Mesh>(mesh: T, target?: Vector3): void;
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/**
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* Centers the geometry of the Mesh at the local origin (0, 0, 0) by modifying the geometry vertices.
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* This method moves the geometry itself so that its center is at the local origin,
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* without affecting the position, rotation, or scale of the mesh.
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*/
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export declare function centerMeshGeometry<T extends Mesh>(mesh: T): void;
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/**
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* Centers the geometry of a Mesh at the specified target position.
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*/
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export declare function centerMeshGeometryAtTarget<T extends Mesh>(mesh: T, target?: Vector3): void;
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/**
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* Create a checkerboard texture
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*
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@@ -1250,6 +1285,24 @@ export declare function findClosestColor(inputColor: number, dataset: number[]):
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export declare function findClosestColorChannelWise(inputColor: number, dataset: number[]): number | null;
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export declare class Flame extends Mesh<FlameGeometry, MeshStandardMaterial> {
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constructor({ height, radius, segmentsU, segmentsV }?: {
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height?: number | undefined;
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radius?: number | undefined;
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segmentsU?: number | undefined;
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segmentsV?: number | undefined;
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});
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}
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export declare class FlameGeometry extends ParametricGeometry {
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constructor({ height, radius, segmentsU, segmentsV }?: {
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height?: number | undefined;
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radius?: number | undefined;
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segmentsU?: number | undefined;
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segmentsV?: number | undefined;
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});
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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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@@ -1398,6 +1451,65 @@ export declare class LeverPanel extends Group {
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constructor();
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}
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/**
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* Create a light flicker animation that will randomly change the intensity and position of a light.
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* Effect resembles a flickering flame of candlelight.
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*
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* Example usage:
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* ```
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* // Create a candle
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* const candle = new Candle({
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* height: 1,
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* flameHeight: 0.25,
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* });
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* scene.add(candle);
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*
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* // Create a point light
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* const candleLight = new THREE.PointLight(0xffa500, 1, 5);
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* scene.add(candleLight);
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*
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* // Apply the animator to the light
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* const lightAnimation = new LightFlickerAnimation({
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* light: candleLight,
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* maxIntensity: 2.2,
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* x: candle.position.x,
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* y: candle.position.y + 1 + 0.125, // height + half flame height
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* z: candle.position.z,
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* });
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* animations.push(lightAnimation);
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*
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* // Update the light animation in the render loop
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* renderer.setAnimationLoop(() => {
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* lightAnimation.update();
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* });
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* ```
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*/
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export declare class LightFlickerAnimation {
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private light?;
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minIntensity: number;
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maxIntensity: number;
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x: number;
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y: number;
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z: number;
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jitterX: number;
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jitterY: number;
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jitterZ: number;
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constructor({ light, minIntensity, maxIntensity, x, y, z, jitterX, jitterY, jitterZ, }?: Partial<LightFlickerAnimationOptions>);
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update(): void;
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}
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export declare interface LightFlickerAnimationOptions {
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light?: Light;
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minIntensity: number;
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maxIntensity: number;
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x: number;
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y: number;
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z: number;
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jitterX: number;
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jitterY: number;
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jitterZ: number;
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}
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/**
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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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