three-zoo 0.5.4 → 0.5.6
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/README.md +24 -24
- package/dist/DualFovCamera.d.ts +34 -74
- package/dist/SceneTraversal.d.ts +48 -75
- package/dist/SkinnedMeshBaker.d.ts +8 -9
- package/dist/StandardToBasicConverter.d.ts +11 -39
- package/dist/StandardToLambertConverter.d.ts +10 -34
- package/dist/Sun.d.ts +12 -36
- package/dist/index.js +203 -334
- package/dist/index.js.map +1 -1
- package/dist/index.min.js +1 -1
- package/dist/index.min.js.map +1 -1
- package/package.json +1 -1
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@@ -1,64 +1,40 @@
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import type { MeshStandardMaterial } from "three";
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import { MeshLambertMaterial } from "three";
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/**
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* Configuration options for
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*
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* @interface StandardToLambertConverterOptions
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* Configuration options for material conversion.
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*/
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export interface StandardToLambertConverterOptions {
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/**
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*
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* Preserve original material name.
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* @defaultValue true
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*/
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preserveName: boolean;
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/**
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*
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* Copy user data from original material.
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* @defaultValue true
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*/
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copyUserData: boolean;
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/**
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*
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* Dispose original material after conversion.
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* @defaultValue false
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*/
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disposeOriginal: boolean;
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/**
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*
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* Color adjustment factor for roughness compensation.
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* @defaultValue 0.8
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*/
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roughnessColorFactor: number;
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}
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/**
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* Converts
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*
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* This converter handles the translation between PBR (Physically Based Rendering)
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* properties of StandardMaterial and the simpler Lambertian reflectance model
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* used by LambertMaterial. The conversion preserves visual similarity by applying
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* color compensation based on metalness and roughness values.
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* Converts MeshStandardMaterial to MeshLambertMaterial with PBR compensation.
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*/
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export declare class StandardToLambertConverter {
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/**
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* Converts
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* Converts MeshStandardMaterial to MeshLambertMaterial.
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*
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*
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*
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*
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*
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* @param material - The source MeshStandardMaterial to convert
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* @param options - Configuration options for the conversion
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* @returns A new MeshLambertMaterial with properties mapped from the standard material
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*
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* @example
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* ```typescript
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* const standardMaterial = new MeshStandardMaterial({
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* color: 0xff0000,
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* metalness: 0.8,
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* roughness: 0.2
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* });
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*
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* const lambertMaterial = StandardToLambertConverter.convert(standardMaterial);
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* ```
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*
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* @see {@link StandardToLambertConverterOptions} for available configuration options
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* @param material - Source material to convert
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* @param options - Conversion options
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* @returns New MeshLambertMaterial with mapped properties
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*/
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static convert(material: MeshStandardMaterial, options?: Partial<StandardToLambertConverterOptions>): MeshLambertMaterial;
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}
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package/dist/Sun.d.ts
CHANGED
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@@ -1,11 +1,7 @@
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import type { Texture } from "three";
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import { Box3, DirectionalLight } from "three";
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/**
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*
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*
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* Extends Three.js DirectionalLight to provide intuitive spherical coordinate control
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* (distance, elevation, azimuth) and automatic shadow map configuration for bounding boxes.
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* Also supports automatic sun direction calculation from HDR environment maps.
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* Directional light with spherical positioning and HDR environment support.
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*/
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export declare class Sun extends DirectionalLight {
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/** Internal vectors to avoid garbage collection during calculations */
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@@ -20,60 +16,40 @@ export declare class Sun extends DirectionalLight {
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private readonly tempBox3;
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private readonly tempSpherical;
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/**
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*
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*
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* @returns The distance in world units
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* @returns Distance from light position to origin
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*/
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get distance(): number;
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/**
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*
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*
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* @returns The elevation angle in radians (0 = horizontal, π/2 = directly above)
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* @returns Elevation angle in radians (phi angle)
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*/
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get elevation(): number;
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/**
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*
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*
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* @returns The azimuth angle in radians (0 = positive X axis, π/2 = positive Z axis)
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* @returns Azimuth angle in radians (theta angle)
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*/
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get azimuth(): number;
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/**
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*
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*
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* @param value - The new distance in world units
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* @param value - New distance in world units
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*/
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set distance(value: number);
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/**
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*
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*
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* @param value - The new elevation angle in radians (0 = horizontal, π/2 = directly above)
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* @param value - New elevation angle in radians (phi angle)
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*/
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set elevation(value: number);
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/**
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*
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*
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* @param value - The new azimuth angle in radians (0 = positive X axis, π/2 = positive Z axis)
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* @param value - New azimuth angle in radians (theta angle)
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*/
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set azimuth(value: number);
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/**
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* Configures
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* Configures shadow camera frustum to cover bounding box.
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*
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* to perfectly encompass the provided bounding box, ensuring efficient shadow map
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* usage and eliminating shadow clipping issues.
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*
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* @param box3 - The 3D bounding box to cover with shadows
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* @param box3 - 3D bounding box to cover with shadows
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*/
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configureShadowsForBoundingBox(box3: Box3): void;
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/**
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* Sets
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*
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* This method analyzes an HDR texture to find the pixel with the highest luminance
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* value and positions the sun to shine from that direction. This is useful for
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* creating realistic lighting that matches HDR environment maps.
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* Sets sun direction based on brightest point in HDR environment map.
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*
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* @param texture -
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* @param distance -
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* @param texture - HDR texture to analyze (must have image data)
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* @param distance - Distance to place sun from origin
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*/
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setDirectionFromHDRTexture(texture: Texture, distance?: number): void;
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}
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