three-low-poly 0.9.22 → 0.9.23

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package/dist/index.d.ts CHANGED
@@ -19,6 +19,7 @@ import { PerspectiveCamera } from 'three';
19
19
  import { ShaderMaterial } from 'three';
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  import { Shape } from 'three';
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  import { SphereGeometry } from 'three';
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+ import * as THREE from 'three';
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  import { Uniform } from 'three';
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  import { Vector2 } from 'three';
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  import { Vector3 } from 'three';
@@ -390,6 +391,15 @@ export declare class BifurcatedStaircaseGeometry extends BufferGeometry {
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  constructor(stepWidth?: number, stepHeight?: number, stepDepth?: number, numStepsCentral?: number, numStepsBranch?: number, branchAngle?: number);
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  }
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+ declare interface BloomTransitionOptions extends SceneTransitionFXOptions {
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+ maxBloom?: number;
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+ }
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+
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+ declare interface BlurTransitionOptions extends SceneTransitionFXOptions {
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+ maxBlur?: number;
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+ kernelSize?: number;
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+ }
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+
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  export declare class Bone extends Mesh<BoneGeometry, MeshStandardMaterial> {
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  constructor();
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  }
@@ -644,6 +654,87 @@ export declare function cameraPendulumAnimation(camera: Camera, center: Vector3,
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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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+ * CameraTransition provides smooth animated transitions between perspective and orthographic cameras.
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+ *
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+ * The transition works by rendering both camera views to separate render targets and blending between them.
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+ * This provides a true, accurate transition between the two camera types.
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+ *
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+ * @example
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+ * ```typescript
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+ * const transition = new CameraTransition(
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+ * perspectiveCamera,
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+ * orthographicCamera,
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+ * renderer
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+ * );
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+ *
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+ * transition.transitionTo(orthographicCamera, {
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+ * duration: 1000,
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+ * easing: 'easeInOutCubic'
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+ * });
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+ * ```
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+ */
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+ export declare class CameraTransition {
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+ private perspectiveCamera;
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+ private orthographicCamera;
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+ private renderer;
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+ private scene;
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+ private currentCamera;
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+ private targetCamera;
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+ private transitionProgress;
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+ private transitionDuration;
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+ private transitionStartTime;
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+ private isTransitioning;
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+ private easingFunction;
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+ private renderTargetA;
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+ private renderTargetB;
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+ private blendScene;
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+ private blendCamera;
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+ private blendMaterial;
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+ private onUpdateCallback?;
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+ private onCompleteCallback?;
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+ constructor(perspectiveCamera: THREE.PerspectiveCamera, orthographicCamera: THREE.OrthographicCamera, renderer: THREE.WebGLRenderer);
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+ /**
698
+ * Start a transition to the target camera
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+ */
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+ transitionTo(targetCamera: THREE.PerspectiveCamera | THREE.OrthographicCamera, options?: CameraTransitionOptions): void;
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+ /**
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+ * Update the transition. Call this in your render loop.
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+ */
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+ update(scene: THREE.Scene): THREE.Camera;
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+ /**
706
+ * Render the scene with camera transition blending
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+ */
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+ render(scene: THREE.Scene): void;
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+ /**
710
+ * Get the current active camera
711
+ */
712
+ getCurrentCamera(): THREE.Camera;
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+ /**
714
+ * Check if a transition is currently in progress
715
+ */
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+ getIsTransitioning(): boolean;
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+ /**
718
+ * Get the current transition progress (0-1)
719
+ */
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+ getProgress(): number;
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+ /**
722
+ * Resize the render targets when the renderer size changes
723
+ */
724
+ setSize(width: number, height: number): void;
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+ /**
726
+ * Dispose of resources
727
+ */
728
+ dispose(): void;
729
+ }
730
+
731
+ export declare interface CameraTransitionOptions {
732
+ duration?: number;
733
+ easing?: EasingFunction | keyof typeof Easing;
734
+ onUpdate?: (progress: number) => void;
735
+ onComplete?: () => void;
736
+ }
737
+
647
738
  /**
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  * Add a slight random wobble for intensity or realism (e.g., during an explosion).
649
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  *
@@ -775,11 +866,11 @@ export declare function centerObjectGeometry<T extends Object3D>(object: T, targ
775
866
  */
776
867
  export declare const checkerboardTexture: (size: number) => DataTexture;
777
868
 
778
- export declare const circularEaseIn: (t: number) => number;
869
+ export declare const circIn: (t: number) => number;
779
870
 
780
- export declare const circularEaseInOut: (t: number) => number;
871
+ export declare const circInOut: (t: number) => number;
781
872
 
782
- export declare const circularEaseOut: (t: number) => number;
873
+ export declare const circOut: (t: number) => number;
783
874
 
784
875
  export declare const ColorPalette: {
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  CADMIUM_RED: number;
@@ -1087,11 +1178,11 @@ declare interface CrossHeadstoneOptions {
1087
1178
 
1088
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  export declare const cubicCurve: (t: number, p0: number, p1: number, p2: number, p3: number) => number;
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1180
 
1090
- export declare const cubicEaseIn: (t: number) => number;
1181
+ export declare const cubicIn: (t: number) => number;
1091
1182
 
1092
- export declare const cubicEaseInOut: (t: number) => number;
1183
+ export declare const cubicInOut: (t: number) => number;
1093
1184
 
1094
- export declare const cubicEaseOut: (t: number) => number;
1185
+ export declare const cubicOut: (t: number) => number;
1095
1186
 
1096
1187
  /**
1097
1188
  * Cubic UV Mapping
@@ -1310,39 +1401,83 @@ export declare const displacementBrush: <T extends BufferGeometry>(geometry: T,
1310
1401
 
1311
1402
  /**
1312
1403
  * Easing functions for interpolating values over time.
1404
+ *
1405
+ * Use these functions to create smooth animations and transitions.
1406
+ * All easing functions take a value t between 0 and 1 and return an eased value between 0 and 1.
1407
+ *
1408
+ * @example
1409
+ * ```typescript
1410
+ * import { Easing, cubicInOut } from 'three-low-poly';
1411
+ *
1412
+ * // Using with transitions (namespace)
1413
+ * cameraTransition.transitionTo(camera, {
1414
+ * duration: 1000,
1415
+ * easing: Easing.cubicInOut // Function reference
1416
+ * });
1417
+ *
1418
+ * // Or using direct import
1419
+ * cameraTransition.transitionTo(camera, {
1420
+ * duration: 1000,
1421
+ * easing: cubicInOut // Direct function reference
1422
+ * });
1423
+ *
1424
+ * // Or using string reference
1425
+ * cameraTransition.transitionTo(camera, {
1426
+ * duration: 1000,
1427
+ * easing: 'cubicInOut' // String reference
1428
+ * });
1429
+ *
1430
+ * // Using the function directly in custom animation
1431
+ * const progress = 0.5;
1432
+ * const easedValue = Easing.cubicInOut(progress);
1433
+ *
1434
+ * // Custom animation loop
1435
+ * const startValue = 0;
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+ * const endValue = 100;
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+ * const t = elapsedTime / duration;
1438
+ * const easedT = Easing.sineInOut(t);
1439
+ * const currentValue = startValue + (endValue - startValue) * easedT;
1440
+ * ```
1313
1441
  */
1314
1442
  export declare const Easing: {
1315
- SINE_EASE_IN: (t: number) => number;
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- SINE_EASE_OUT: (t: number) => number;
1317
- SINE_EASE_IN_OUT: (t: number) => number;
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- QUADRATIC_EASE_IN: (t: number) => number;
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- QUADRATIC_EASE_OUT: (t: number) => number;
1320
- QUADRATIC_EASE_IN_OUT: (t: number) => number;
1321
- CUBIC_EASE_IN: (t: number) => number;
1322
- CUBIC_EASE_OUT: (t: number) => number;
1323
- CUBIC_EASE_IN_OUT: (t: number) => number;
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- QUARTIC_EASE_IN: (t: number) => number;
1325
- QUARTIC_EASE_OUT: (t: number) => number;
1326
- QUARTIC_EASE_IN_OUT: (t: number) => number;
1327
- QUINTIC_EASE_IN: (t: number) => number;
1328
- QUINTIC_EASE_OUT: (t: number) => number;
1329
- QUINTIC_EASE_IN_OUT: (t: number) => number;
1330
- EXPONENTIAL_EASE_IN: (t: number) => number;
1331
- EXPONENTIAL_EASE_OUT: (t: number) => number;
1332
- EXPONENTIAL_EASE_IN_OUT: (t: number) => number;
1333
- CIRCULAR_EASE_IN: (t: number) => number;
1334
- CIRCULAR_EASE_OUT: (t: number) => number;
1335
- CIRCULAR_EASE_IN_OUT: (t: number) => number;
1336
- LINEAR: (t: number) => number;
1337
- SMOOTHSTEP: (t: number) => number;
1338
- CONCAVE: (t: number) => number;
1339
- CONVEX: (t: number) => number;
1340
- LOGARITHMIC: (t: number) => number;
1341
- SQUARE_ROOT: (t: number) => number;
1342
- INVERSE: (t: number) => number;
1343
- GAUSSIAN: (t: number) => number;
1443
+ sineIn: (t: number) => number;
1444
+ sineOut: (t: number) => number;
1445
+ sineInOut: (t: number) => number;
1446
+ quadIn: (t: number) => number;
1447
+ quadOut: (t: number) => number;
1448
+ quadInOut: (t: number) => number;
1449
+ cubicIn: (t: number) => number;
1450
+ cubicOut: (t: number) => number;
1451
+ cubicInOut: (t: number) => number;
1452
+ quartIn: (t: number) => number;
1453
+ quartOut: (t: number) => number;
1454
+ quartInOut: (t: number) => number;
1455
+ quintIn: (t: number) => number;
1456
+ quintOut: (t: number) => number;
1457
+ quintInOut: (t: number) => number;
1458
+ expoIn: (t: number) => number;
1459
+ expoOut: (t: number) => number;
1460
+ expoInOut: (t: number) => number;
1461
+ circIn: (t: number) => number;
1462
+ circOut: (t: number) => number;
1463
+ circInOut: (t: number) => number;
1464
+ linear: (t: number) => number;
1465
+ smoothstep: (t: number) => number;
1466
+ concave: (t: number) => number;
1467
+ convex: (t: number) => number;
1468
+ logarithmic: (t: number) => number;
1469
+ squareRoot: (t: number) => number;
1470
+ inverse: (t: number) => number;
1471
+ gaussian: (t: number) => number;
1344
1472
  };
1345
1473
 
1474
+ /**
1475
+ * Easing function type for interpolating values over time.
1476
+ * @param t - Progress value between 0 and 1
1477
+ * @returns Eased value between 0 and 1
1478
+ */
1479
+ export declare type EasingFunction = (t: number) => number;
1480
+
1346
1481
  export declare class ElectricPanel extends Group {
1347
1482
  constructor();
1348
1483
  }
@@ -1420,13 +1555,13 @@ export declare class ErlenmeyerFlaskGeometry extends BufferGeometry {
1420
1555
  });
1421
1556
  }
1422
1557
 
1423
- export declare const exponentialCurve: (t: number, base?: number, factor?: number) => number;
1558
+ export declare const expoIn: (t: number) => number;
1424
1559
 
1425
- export declare const exponentialEaseIn: (t: number) => number;
1560
+ export declare const expoInOut: (t: number) => number;
1426
1561
 
1427
- export declare const exponentialEaseInOut: (t: number) => number;
1562
+ export declare const exponentialCurve: (t: number, base?: number, factor?: number) => number;
1428
1563
 
1429
- export declare const exponentialEaseOut: (t: number) => number;
1564
+ export declare const expoOut: (t: number) => number;
1430
1565
 
1431
1566
  export declare const fadeShader: {
1432
1567
  uniforms: {
@@ -1441,6 +1576,14 @@ export declare const fadeShader: {
1441
1576
  fragmentShader: string;
1442
1577
  };
1443
1578
 
1579
+ declare interface FadeTransitionOptions extends SceneTransitionOptions {
1580
+ color?: THREE.ColorRepresentation;
1581
+ }
1582
+
1583
+ declare interface FadeTransitionOptions_2 extends SceneTransitionFXOptions {
1584
+ color?: THREE.ColorRepresentation;
1585
+ }
1586
+
1444
1587
  export declare const Falloff: {
1445
1588
  LINEAR: (distance: number, radius: number) => number;
1446
1589
  QUADRATIC: (distance: number, radius: number) => number;
@@ -1534,6 +1677,10 @@ export declare class GearShape extends Shape {
1534
1677
  */
1535
1678
  export declare function getAnalogousColors(baseHue: number): [number, number, number];
1536
1679
 
1680
+ declare interface GlitchTransitionOptions extends SceneTransitionFXOptions {
1681
+ maxIntensity?: number;
1682
+ }
1683
+
1537
1684
  export declare class Heart extends Mesh {
1538
1685
  constructor({ size, width, height, tipDepth, depth }?: {
1539
1686
  size?: number | undefined;
@@ -2189,25 +2336,25 @@ export declare class PotionBottleGeometry extends BufferGeometry {
2189
2336
  constructor();
2190
2337
  }
2191
2338
 
2192
- export declare const quadraticCurve: (t: number, p0: number, p1: number, p2: number) => number;
2339
+ export declare const quadIn: (t: number) => number;
2193
2340
 
2194
- export declare const quadraticEaseIn: (t: number) => number;
2341
+ export declare const quadInOut: (t: number) => number;
2195
2342
 
2196
- export declare const quadraticEaseInOut: (t: number) => number;
2343
+ export declare const quadOut: (t: number) => number;
2197
2344
 
2198
- export declare const quadraticEaseOut: (t: number) => number;
2345
+ export declare const quadraticCurve: (t: number, p0: number, p1: number, p2: number) => number;
2199
2346
 
2200
- export declare const quarticEaseIn: (t: number) => number;
2347
+ export declare const quartIn: (t: number) => number;
2201
2348
 
2202
- export declare const quarticEaseInOut: (t: number) => number;
2349
+ export declare const quartInOut: (t: number) => number;
2203
2350
 
2204
- export declare const quarticEaseOut: (t: number) => number;
2351
+ export declare const quartOut: (t: number) => number;
2205
2352
 
2206
- export declare const quinticEaseIn: (t: number) => number;
2353
+ export declare const quintIn: (t: number) => number;
2207
2354
 
2208
- export declare const quinticEaseInOut: (t: number) => number;
2355
+ export declare const quintInOut: (t: number) => number;
2209
2356
 
2210
- export declare const quinticEaseOut: (t: number) => number;
2357
+ export declare const quintOut: (t: number) => number;
2211
2358
 
2212
2359
  /**
2213
2360
  * Calculate the radius to achieve a spherical cap height.
@@ -2305,6 +2452,239 @@ declare interface RowOfBooksOptions<T extends Material = Material> {
2305
2452
  scaleZMax?: number;
2306
2453
  }
2307
2454
 
2455
+ /**
2456
+ * SceneTransition provides smooth animated transitions between Three.js scenes.
2457
+ *
2458
+ * Supports multiple transition types:
2459
+ * - Fade: Fade to a color (black, white, etc.) and back
2460
+ * - Crossfade: Directly blend from one scene to another
2461
+ * - Blur: Blur out the first scene and blur in the second
2462
+ *
2463
+ * @example
2464
+ * ```typescript
2465
+ * const sceneTransition = new SceneTransition(renderer);
2466
+ *
2467
+ * // Fade to black transition
2468
+ * sceneTransition.fade(sceneA, sceneB, camera, {
2469
+ * duration: 1000,
2470
+ * color: 0x000000,
2471
+ * easing: 'easeInOutCubic'
2472
+ * });
2473
+ *
2474
+ * // Direct crossfade
2475
+ * sceneTransition.crossfade(sceneA, sceneB, camera, {
2476
+ * duration: 1500
2477
+ * });
2478
+ * ```
2479
+ */
2480
+ export declare class SceneTransition {
2481
+ private renderer;
2482
+ private currentScene;
2483
+ private targetScene;
2484
+ private camera;
2485
+ private transitionProgress;
2486
+ private transitionDuration;
2487
+ private transitionStartTime;
2488
+ private isTransitioning;
2489
+ private transitionType;
2490
+ private easingFunction;
2491
+ private renderTargetA;
2492
+ private renderTargetB;
2493
+ private blendScene;
2494
+ private blendCamera;
2495
+ private fadeMaterial;
2496
+ private crossfadeMaterial;
2497
+ private fadeColor;
2498
+ private onUpdateCallback?;
2499
+ private onCompleteCallback?;
2500
+ constructor(renderer: THREE.WebGLRenderer);
2501
+ /**
2502
+ * Fade transition: Fades to a color and then fades in the new scene
2503
+ */
2504
+ fade(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: FadeTransitionOptions): void;
2505
+ /**
2506
+ * Crossfade transition: Directly blends from one scene to another
2507
+ */
2508
+ crossfade(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: SceneTransitionOptions): void;
2509
+ /**
2510
+ * Blur transition: Blurs out first scene, then blurs in second scene
2511
+ * Note: This uses the fade material with a neutral gray for a blur-like effect
2512
+ * For true blur, you'd need post-processing passes
2513
+ */
2514
+ blur(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: SceneTransitionOptions): void;
2515
+ /**
2516
+ * Internal method to start a transition
2517
+ */
2518
+ private startTransition;
2519
+ /**
2520
+ * Update the transition. Call this in your render loop.
2521
+ */
2522
+ update(): void;
2523
+ /**
2524
+ * Render the scene with transition blending
2525
+ */
2526
+ render(): void;
2527
+ /**
2528
+ * Get the current active scene
2529
+ */
2530
+ getCurrentScene(): THREE.Scene | null;
2531
+ /**
2532
+ * Check if a transition is currently in progress
2533
+ */
2534
+ getIsTransitioning(): boolean;
2535
+ /**
2536
+ * Get the current transition progress (0-1)
2537
+ */
2538
+ getProgress(): number;
2539
+ /**
2540
+ * Set the current scene (useful for initialization)
2541
+ */
2542
+ setCurrentScene(scene: THREE.Scene): void;
2543
+ /**
2544
+ * Resize the render targets when the renderer size changes
2545
+ */
2546
+ setSize(width: number, height: number): void;
2547
+ /**
2548
+ * Dispose of resources
2549
+ */
2550
+ dispose(): void;
2551
+ }
2552
+
2553
+ /**
2554
+ * SceneTransitionFX provides advanced post-processing transitions between Three.js scenes.
2555
+ *
2556
+ * Uses EffectComposer for sophisticated visual effects:
2557
+ * - Bloom: Bright bloom effect that peaks at transition midpoint, washing out to white
2558
+ * - Blur: Progressive blur effect that peaks at midpoint, blurring scenes to oblivion
2559
+ * - Fade: Classic fade through a color (black, white, or custom)
2560
+ * - Glitch: Digital distortion/glitch effect with heavy artifacts
2561
+ *
2562
+ * Note: Requires post-processing imports from three/addons
2563
+ *
2564
+ * @example
2565
+ * ```typescript
2566
+ * import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
2567
+ * import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
2568
+ * import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
2569
+ * import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
2570
+ *
2571
+ * const composer = new EffectComposer(renderer);
2572
+ * const sceneTransitionFX = new SceneTransitionFX(renderer, composer);
2573
+ *
2574
+ * sceneTransitionFX.bloom(sceneA, sceneB, camera, {
2575
+ * duration: 2000,
2576
+ * maxBloom: 15.0
2577
+ * });
2578
+ * ```
2579
+ */
2580
+ export declare class SceneTransitionFX {
2581
+ private renderer;
2582
+ private composer;
2583
+ private currentScene;
2584
+ private targetScene;
2585
+ private camera;
2586
+ private transitionProgress;
2587
+ private transitionDuration;
2588
+ private transitionStartTime;
2589
+ private isTransitioning;
2590
+ private transitionType;
2591
+ private easingFunction;
2592
+ private renderPass;
2593
+ private bloomPass;
2594
+ private glitchPass;
2595
+ private blurPass;
2596
+ private fadePass;
2597
+ private maxBloomStrength;
2598
+ private maxBlurAmount;
2599
+ private maxGlitchIntensity;
2600
+ private fadeColor;
2601
+ private onUpdateCallback?;
2602
+ private onCompleteCallback?;
2603
+ constructor(renderer: THREE.WebGLRenderer, composer: any);
2604
+ /**
2605
+ * Set the bloom pass for bloom transitions
2606
+ */
2607
+ setBloomPass(bloomPass: any): void;
2608
+ /**
2609
+ * Set the glitch pass for glitch transitions
2610
+ */
2611
+ setGlitchPass(glitchPass: any): void;
2612
+ /**
2613
+ * Set the blur pass for blur transitions
2614
+ */
2615
+ setBlurPass(blurPass: any): void;
2616
+ /**
2617
+ * Set the fade pass for fade transitions
2618
+ */
2619
+ setFadePass(fadePass: any): void;
2620
+ /**
2621
+ * Bloom transition: Bright bloom effect that peaks at transition midpoint
2622
+ */
2623
+ bloom(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: BloomTransitionOptions): void;
2624
+ /**
2625
+ * Blur transition: Progressively blur scenes to oblivion and back
2626
+ */
2627
+ blur(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: BlurTransitionOptions): void;
2628
+ /**
2629
+ * Fade transition: Classic fade through a color (black, white, or custom)
2630
+ */
2631
+ fade(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: FadeTransitionOptions_2): void;
2632
+ /**
2633
+ * Glitch transition: Digital distortion effect
2634
+ */
2635
+ glitch(fromScene: THREE.Scene, toScene: THREE.Scene, camera: THREE.Camera, options?: GlitchTransitionOptions): void;
2636
+ /**
2637
+ * Internal method to start a transition
2638
+ */
2639
+ private startTransition;
2640
+ /**
2641
+ * Update the transition. Call this in your render loop.
2642
+ */
2643
+ update(): void;
2644
+ /**
2645
+ * Render using the effect composer
2646
+ */
2647
+ render(): void;
2648
+ /**
2649
+ * Get the current active scene
2650
+ */
2651
+ getCurrentScene(): THREE.Scene | null;
2652
+ /**
2653
+ * Check if a transition is currently in progress
2654
+ */
2655
+ getIsTransitioning(): boolean;
2656
+ /**
2657
+ * Get the current transition progress (0-1)
2658
+ */
2659
+ getProgress(): number;
2660
+ /**
2661
+ * Set the current scene (useful for initialization)
2662
+ */
2663
+ setCurrentScene(scene: THREE.Scene): void;
2664
+ /**
2665
+ * Resize the composer when the renderer size changes
2666
+ */
2667
+ setSize(width: number, height: number): void;
2668
+ /**
2669
+ * Dispose of resources
2670
+ */
2671
+ dispose(): void;
2672
+ }
2673
+
2674
+ export declare interface SceneTransitionFXOptions {
2675
+ duration?: number;
2676
+ easing?: EasingFunction | keyof typeof Easing;
2677
+ onUpdate?: (progress: number) => void;
2678
+ onComplete?: () => void;
2679
+ }
2680
+
2681
+ export declare interface SceneTransitionOptions {
2682
+ duration?: number;
2683
+ easing?: EasingFunction | keyof typeof Easing;
2684
+ onUpdate?: (progress: number) => void;
2685
+ onComplete?: () => void;
2686
+ }
2687
+
2308
2688
  /**
2309
2689
  * Set a random interval that will call the callback function with a random delay between minDelay and maxDelay.
2310
2690
  *
@@ -2331,11 +2711,11 @@ export declare function setRandomTimeout(callback: () => void, minDelay: number,
2331
2711
 
2332
2712
  export declare const sigmoidCurve: (t: number, a?: number) => number;
2333
2713
 
2334
- export declare const sineEaseIn: (t: number) => number;
2714
+ export declare const sineIn: (t: number) => number;
2335
2715
 
2336
- export declare const sineEaseInOut: (t: number) => number;
2716
+ export declare const sineInOut: (t: number) => number;
2337
2717
 
2338
- export declare const sineEaseOut: (t: number) => number;
2718
+ export declare const sineOut: (t: number) => number;
2339
2719
 
2340
2720
  /**
2341
2721
  * Smooths out the vertices by averaging their positions with neighboring vertices within a given radius.