three-stdlib 2.35.2 → 2.35.3

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "three-stdlib",
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- "version": "2.35.2",
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+ "version": "2.35.3",
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  "description": "stand-alone library of threejs examples",
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  "keywords": [
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  "three",
@@ -1 +1 @@
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- {"version":3,"file":"Pass.cjs","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":["OrthographicCamera","PlaneGeometry","Mesh"],"mappings":";;;;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAIA,yBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAIC,MAAAA,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAIC,MAAAA,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;;;"}
1
+ {"version":3,"file":"Pass.cjs","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: WebGLRenderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":["OrthographicCamera","PlaneGeometry","Mesh"],"mappings":";;;;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAIA,yBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAIC,MAAAA,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAIC,MAAAA,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA+B;AAC3C,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;;;"}
@@ -1,4 +1,4 @@
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- import { OrthographicCamera, PlaneGeometry, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three';
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+ import { OrthographicCamera, PlaneGeometry, Material, WebGLRenderer, WebGLRenderTarget } from 'three';
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  declare class Pass {
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  enabled: boolean;
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  needsSwap: boolean;
@@ -16,6 +16,6 @@ declare class FullScreenQuad<TMaterial extends Material = Material> {
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  get material(): TMaterial;
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  set material(value: TMaterial);
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  dispose(): void;
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- render(renderer: Renderer): void;
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+ render(renderer: WebGLRenderer): void;
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  }
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  export { Pass, FullScreenQuad };
@@ -1 +1 @@
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- {"version":3,"file":"Pass.js","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, Renderer, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: Renderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":[],"mappings":";;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAI,mBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAI,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAI,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA0B;AACtC,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;"}
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+ {"version":3,"file":"Pass.js","sources":["../../src/postprocessing/Pass.ts"],"sourcesContent":["import { OrthographicCamera, PlaneGeometry, Mesh, Material, WebGLRenderer, WebGLRenderTarget } from 'three'\n\nclass Pass {\n // if set to true, the pass is processed by the composer\n public enabled = true\n\n // if set to true, the pass indicates to swap read and write buffer after rendering\n public needsSwap = true\n\n // if set to true, the pass clears its buffer before rendering\n public clear = false\n\n // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n public renderToScreen = false\n\n public setSize(width: number, height: number): void {}\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n deltaTime: number,\n maskActive?: unknown,\n ): void {\n console.error('THREE.Pass: .render() must be implemented in derived pass.')\n }\n\n public dispose() {}\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\nclass FullScreenQuad<TMaterial extends Material = Material> {\n public camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n public geometry = new PlaneGeometry(2, 2)\n private mesh: Mesh<PlaneGeometry, TMaterial>\n\n constructor(material: TMaterial) {\n this.mesh = new Mesh(this.geometry, material)\n }\n\n public get material(): TMaterial {\n return this.mesh.material\n }\n\n public set material(value: TMaterial) {\n this.mesh.material = value\n }\n\n public dispose(): void {\n this.mesh.geometry.dispose()\n }\n\n public render(renderer: WebGLRenderer): void {\n renderer.render(this.mesh, this.camera)\n }\n}\n\nexport { Pass, FullScreenQuad }\n"],"names":[],"mappings":";;;;;;;AAEA,MAAM,KAAK;AAAA,EAAX;AAES;AAAA,mCAAU;AAGV;AAAA,qCAAY;AAGZ;AAAA,iCAAQ;AAGR;AAAA,0CAAiB;AAAA;AAAA,EAEjB,QAAQ,OAAe,QAAsB;AAAA,EAAC;AAAA,EAE9C,OACL,UACA,aACA,YACA,WACA,YACM;AACN,YAAQ,MAAM,4DAA4D;AAAA,EAC5E;AAAA,EAEO,UAAU;AAAA,EAAC;AACpB;AAGA,MAAM,eAAsD;AAAA,EAK1D,YAAY,UAAqB;AAJ1B,kCAAS,IAAI,mBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAClD,oCAAW,IAAI,cAAc,GAAG,CAAC;AAChC;AAGN,SAAK,OAAO,IAAI,KAAK,KAAK,UAAU,QAAQ;AAAA,EAC9C;AAAA,EAEA,IAAW,WAAsB;AAC/B,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA,EAEA,IAAW,SAAS,OAAkB;AACpC,SAAK,KAAK,WAAW;AAAA,EACvB;AAAA,EAEO,UAAgB;AAChB,SAAA,KAAK,SAAS;EACrB;AAAA,EAEO,OAAO,UAA+B;AAC3C,aAAS,OAAO,KAAK,MAAM,KAAK,MAAM;AAAA,EACxC;AACF;"}
@@ -1,4 +1,4 @@
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- import { Light, Renderer } from 'three'
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+ import { Light, WebGLRenderer } from 'three'
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  export interface Size {
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  width: number
@@ -18,7 +18,7 @@ export class ShadowMapViewer {
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  enabled: boolean
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  size: Size
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  position: Position
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- render(renderer: Renderer): void
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+ render(renderer: WebGLRenderer): void
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  updateForWindowResize(): void
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  update(): void
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  }