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three.d.ts
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// Type definitions for three.js r73
// Project: http://mrdoob.github.com/three.js/
// Definitions by: Kon <http://phyzkit.net/>, Satoru Kimura <https://github.com/gyohk>
// Definitions: https://github.com/borisyankov/DefinitelyTyped
declare module THREE {
export var REVISION: string;
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
export enum MOUSE { LEFT, MIDDLE, RIGHT }
// GL STATE CONSTANTS
export enum CullFace { }
export var CullFaceNone: CullFace;
export var CullFaceBack: CullFace;
export var CullFaceFront: CullFace;
export var CullFaceFrontBack: CullFace;
export enum FrontFaceDirection { }
export var FrontFaceDirectionCW: FrontFaceDirection;
export var FrontFaceDirectionCCW: FrontFaceDirection;
// Shadowing Type
export enum ShadowMapType { }
export var BasicShadowMap: ShadowMapType;
export var PCFShadowMap: ShadowMapType;
export var PCFSoftShadowMap: ShadowMapType;
// MATERIAL CONSTANTS
// side
export enum Side { }
export var FrontSide: Side;
export var BackSide: Side;
export var DoubleSide: Side;
// shading
export enum Shading { }
export var NoShading: Shading;
export var FlatShading: Shading;
export var SmoothShading: Shading;
// colors
export enum Colors { }
export var NoColors: Colors;
export var FaceColors: Colors;
export var VertexColors: Colors;
// blending modes
export enum Blending { }
export var NoBlending: Blending;
export var NormalBlending: Blending;
export var AdditiveBlending: Blending;
export var SubtractiveBlending: Blending;
export var MultiplyBlending: Blending;
export var CustomBlending: Blending;
// custom blending equations
// (numbers start from 100 not to clash with other
// mappings to OpenGL constants defined in Texture.js)
export enum BlendingEquation { }
export var AddEquation: BlendingEquation;
export var SubtractEquation: BlendingEquation;
export var ReverseSubtractEquation: BlendingEquation;
export var MinEquation: BlendingEquation;
export var MaxEquation: BlendingEquation;
// custom blending destination factors
export enum BlendingDstFactor { }
export var ZeroFactor: BlendingDstFactor;
export var OneFactor: BlendingDstFactor;
export var SrcColorFactor: BlendingDstFactor;
export var OneMinusSrcColorFactor: BlendingDstFactor;
export var SrcAlphaFactor: BlendingDstFactor;
export var OneMinusSrcAlphaFactor: BlendingDstFactor;
export var DstAlphaFactor: BlendingDstFactor;
export var OneMinusDstAlphaFactor: BlendingDstFactor;
// custom blending src factors
export enum BlendingSrcFactor { }
export var DstColorFactor: BlendingSrcFactor;
export var OneMinusDstColorFactor: BlendingSrcFactor;
export var SrcAlphaSaturateFactor: BlendingSrcFactor;
// depth modes
export enum DepthModes { }
export var NeverDepth: DepthModes;
export var AlwaysDepth: DepthModes;
export var LessDepth: DepthModes;
export var LessEqualDepth: DepthModes;
export var EqualDepth: DepthModes;
export var GreaterEqualDepth: DepthModes;
export var GreaterDepth: DepthModes;
export var NotEqualDepth: DepthModes;
// TEXTURE CONSTANTS
// Operations
export enum Combine { }
export var MultiplyOperation: Combine;
export var MixOperation: Combine;
export var AddOperation: Combine;
// Mapping modes
export enum Mapping { }
export var UVMapping: Mapping;
export var CubeReflectionMapping: Mapping;
export var CubeRefractionMapping: Mapping;
export var EquirectangularReflectionMapping: Mapping;
export var EquirectangularRefractionMapping: Mapping;
export var SphericalReflectionMapping: Mapping;
// Wrapping modes
export enum Wrapping { }
export var RepeatWrapping: Wrapping;
export var ClampToEdgeWrapping: Wrapping;
export var MirroredRepeatWrapping: Wrapping;
// Filters
export enum TextureFilter { }
export var NearestFilter: TextureFilter;
export var NearestMipMapNearestFilter: TextureFilter;
export var NearestMipMapLinearFilter: TextureFilter;
export var LinearFilter: TextureFilter;
export var LinearMipMapNearestFilter: TextureFilter;
export var LinearMipMapLinearFilter: TextureFilter;
// Data types
export enum TextureDataType { }
export var UnsignedByteType: TextureDataType;
export var ByteType: TextureDataType;
export var ShortType: TextureDataType;
export var UnsignedShortType: TextureDataType;
export var IntType: TextureDataType;
export var UnsignedIntType: TextureDataType;
export var FloatType: TextureDataType;
export var HalfFloatType: TextureDataType;
// Pixel types
export enum PixelType { }
export var UnsignedShort4444Type: PixelType;
export var UnsignedShort5551Type: PixelType;
export var UnsignedShort565Type: PixelType;
// Pixel formats
export enum PixelFormat { }
export var AlphaFormat: PixelFormat;
export var RGBFormat: PixelFormat;
export var RGBAFormat: PixelFormat;
export var LuminanceFormat: PixelFormat;
export var LuminanceAlphaFormat: PixelFormat;
export var RGBEFormat: PixelFormat;
// Compressed texture formats
// DDS / ST3C Compressed texture formats
export enum CompressedPixelFormat { }
export var RGB_S3TC_DXT1_Format: CompressedPixelFormat;
export var RGBA_S3TC_DXT1_Format: CompressedPixelFormat;
export var RGBA_S3TC_DXT3_Format: CompressedPixelFormat;
export var RGBA_S3TC_DXT5_Format: CompressedPixelFormat;
// PVRTC compressed texture formats
export var RGB_PVRTC_4BPPV1_Format: CompressedPixelFormat;
export var RGB_PVRTC_2BPPV1_Format: CompressedPixelFormat;
export var RGBA_PVRTC_4BPPV1_Format: CompressedPixelFormat;
export var RGBA_PVRTC_2BPPV1_Format: CompressedPixelFormat;
// Loop styles for AnimationAction
export enum AnimationActionLoopStyles { }
export var LoopOnce: AnimationActionLoopStyles;
export var LoopRepeat: AnimationActionLoopStyles;
export var LoopPingPong: AnimationActionLoopStyles;
// log handlers
export function warn(message?: any, ...optionalParams: any[]): void;
export function error(message?: any, ...optionalParams: any[]): void;
export function log(message?: any, ...optionalParams: any[]): void;
// Animation ////////////////////////////////////////////////////////////////////////////////////////
export class AnimationAction {
constructor(clip: AnimationClip, startTime?: number, timeScale?: number, weight?: number, loop?: boolean);
clip: AnimationClip
localRoot: Mesh;
startTime: number;
timeScale: number;
weight: number;
loop: AnimationActionLoopStyles;
loopCount: number;
enabled: boolean;
actionTime: number;
clipTime: number;
propertyBindings: PropertyBinding[];
setLocalRoot( localRoot: Mesh ): AnimationAction;
updateTime( clipDeltaTime: number ): number;
syncWith( action: AnimationAction ): AnimationAction;
warpToDuration( duration: number ): AnimationAction;
init( time: number ): AnimationAction;
update( clipDeltaTime: number ): any[];
getTimeScaleAt( time: number ): number;
getWeightAt( time: number ): number;
}
export class AnimationClip {
constructor( name: string, duration?: number, tracks?: KeyframeTrack[] );
name: string;
tracks: KeyframeTrack[];
duration: number;
results: any[];
getAt(clipTime: number): any[];
trim(): AnimationClip;
optimize(): AnimationClip;
static CreateFromMorphTargetSequence( name: string, morphTargetSequence: MorphTarget[], fps: number ): AnimationClip;
findByName( clipArray: AnimationClip, name: string ): AnimationClip;
static CreateClipsFromMorphTargetSequences( morphTargets: MorphTarget[], fps: number ): AnimationClip[];
parse( json: any ): AnimationClip;
parseAnimation( animation: any, bones: Bone[], nodeName: string ): AnimationClip;
}
export class AnimationMixer {
constructor( root: any );
root: any;
time: number;
timeScale: number;
actions: AnimationAction;
propertyBindingMap: any;
addAction( action: AnimationAction ): void;
removeAllActions(): AnimationMixer;
removeAction( action: AnimationAction ): AnimationMixer;
findActionByName( name: string ): AnimationAction;
play( action: AnimationAction, optionalFadeInDuration?: number ): AnimationMixer;
fadeOut( action: AnimationAction, duration: number ): AnimationMixer;
fadeIn( action: AnimationAction, duration: number ): AnimationMixer;
warp( action: AnimationAction, startTimeScale: NumberKeyframeTrack, endTimeScale: NumberKeyframeTrack, duration: number ): AnimationMixer;
crossFade( fadeOutAction: AnimationAction, fadeInAction: AnimationAction, duration: number, warp: boolean ): AnimationMixer;
update( deltaTime: number ): AnimationMixer;
}
export var AnimationUtils: {
getEqualsFunc( exemplarValue: any ): boolean;
clone<T>(exemplarValue: T): T;
lerp( a: any, b: any, alpha: number, interTrack: boolean ): any;
lerp_object( a: any, b: any, alpha: number ): any;
slerp_object( a: any, b: any, alpha: number ): any;
lerp_number( a: any, b: any, alpha: number ): any;
lerp_boolean( a: any, b: any, alpha: number ): any;
lerp_boolean_immediate( a: any, b: any, alpha: number ): any;
lerp_string( a: any, b: any, alpha: number ): any;
lerp_string_immediate( a: any, b: any, alpha: number ): any;
getLerpFunc( exemplarValue: any, interTrack: boolean ): Function;
};
export class KeyframeTrack {
constructor(name: string, keys: any[]);
name: string;
keys: any[];
lastIndex: number;
getAt( time: number ): any;
shift( timeOffset: number ): KeyframeTrack;
scale( timeScale: number ): KeyframeTrack;
trim( startTime: number, endTime: number ): KeyframeTrack;
validate(): KeyframeTrack;
optimize(): KeyframeTrack;
keyComparator(key0: KeyframeTrack, key1: KeyframeTrack): number;
parse( json: any ): KeyframeTrack;
GetTrackTypeForTypeName( typeName: string ): any;
}
export class PropertyBinding {
constructor( rootNode: any, trackName: string );
rootNode: any;
trackName: string;
referenceCount: number;
originalValue: any;
directoryName: string;
nodeName: string;
objectName: string;
objectIndex: number;
propertyName: string;
propertyIndex: number;
node: any;
cumulativeValue: number;
cumulativeWeight: number;
reset(): void;
accumulate( value: any, weight: number ): void;
unbind(): void;
bind(): void;
apply(): void;
parseTrackName( trackName: string ): any;
findNode( root: any, nodeName: string ): any;
}
export class BooleanKeyframeTrack extends KeyframeTrack {
constructor(name: string, keys: any[]);
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): BooleanKeyframeTrack;
parse( json: any ): BooleanKeyframeTrack;
}
export class ColorKeyframeTrack extends KeyframeTrack {
constructor(name: string, keys: any[]);
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): ColorKeyframeTrack;
parse( json: any ): ColorKeyframeTrack;
}
export class NumberKeyframeTrack {
constructor();
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): NumberKeyframeTrack;
parse( json: any ): NumberKeyframeTrack;
}
export class QuaternionKeyframeTrack {
constructor();
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): QuaternionKeyframeTrack;
parse( json: any ): QuaternionKeyframeTrack;
}
export class StringKeyframeTrack {
constructor();
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): StringKeyframeTrack;
parse( json: any ): StringKeyframeTrack;
}
export class VectorKeyframeTrack {
constructor();
result: any;
setResult( value: any ): void;
lerpValues( value0: any, value1: any, alpha: number ): any;
compareValues( value0: any, value1: any ): boolean;
clone(): VectorKeyframeTrack;
parse( json: any ): VectorKeyframeTrack;
}
// Cameras ////////////////////////////////////////////////////////////////////////////////////////
/**
* Abstract base class for cameras. This class should always be inherited when you build a new camera.
*/
export class Camera extends Object3D {
/**
* This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
*/
constructor();
/**
* This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
*/
matrixWorldInverse: Matrix4;
/**
* This is the matrix which contains the projection.
*/
projectionMatrix: Matrix4;
getWorldDirection(optionalTarget?: Vector3): Vector3;
/**
* This make the camera look at the vector position in local space.
* @param vector point to look at
*/
lookAt(vector: Vector3): void;
clone(): Camera;
copy(camera?: Camera): Camera;
}
export class CubeCamera extends Object3D {
constructor( near?: number, far?: number, cubeResolution?: number);
renderTarget: WebGLRenderTargetCube;
updateCubeMap( renderer: Renderer, scene: Scene ): void;
}
/**
* Camera with orthographic projection
*
* @example
* var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
* scene.add( camera );
*
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/cameras/OrthographicCamera.js">src/cameras/OrthographicCamera.js</a>
*/
export class OrthographicCamera extends Camera {
/**
* @param left Camera frustum left plane.
* @param right Camera frustum right plane.
* @param top Camera frustum top plane.
* @param bottom Camera frustum bottom plane.
* @param near Camera frustum near plane.
* @param far Camera frustum far plane.
*/
constructor(left: number, right: number, top: number, bottom: number, near?: number, far?: number);
zoom: number;
/**
* Camera frustum left plane.
*/
left: number;
/**
* Camera frustum right plane.
*/
right: number;
/**
* Camera frustum top plane.
*/
top: number;
/**
* Camera frustum bottom plane.
*/
bottom: number;
/**
* Camera frustum near plane.
*/
near: number;
/**
* Camera frustum far plane.
*/
far: number;
/**
* Updates the camera projection matrix. Must be called after change of parameters.
*/
updateProjectionMatrix(): void;
clone(): OrthographicCamera;
copy( source: OrthographicCamera ): OrthographicCamera;
toJSON( meta?: any ): any;
}
/**
* Camera with perspective projection.
*
* # example
* var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
* scene.add( camera );
*
* @source https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js
*/
export class PerspectiveCamera extends Camera {
/**
* @param fov Camera frustum vertical field of view. Default value is 50.
* @param aspect Camera frustum aspect ratio. Default value is 1.
* @param near Camera frustum near plane. Default value is 0.1.
* @param far Camera frustum far plane. Default value is 2000.
*/
constructor(fov?: number, aspect?: number, near?: number, far?: number);
zoom: number;
/**
* Camera frustum vertical field of view, from bottom to top of view, in degrees.
*/
fov: number;
/**
* Camera frustum aspect ratio, window width divided by window height.
*/
aspect: number;
/**
* Camera frustum near plane.
*/
near: number;
/**
* Camera frustum far plane.
*/
far: number;
/**
* Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
* @param focalLength focal length
* @param frameHeight frame size. Default value is 24.
*/
setLens(focalLength: number, frameHeight?: number): void;
/**
* Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this:
*
* var w = 1920;
* var h = 1080;
* var fullWidth = w * 3;
* var fullHeight = h * 2;
*
* // A
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* // B
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* // C
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* // D
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* // E
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* // F
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); Note there is no reason monitors have to be the same size or in a grid.
*
* @param fullWidth full width of multiview setup
* @param fullHeight full height of multiview setup
* @param x horizontal offset of subcamera
* @param y vertical offset of subcamera
* @param width width of subcamera
* @param height height of subcamera
*/
setViewOffset(fullWidth: number, fullHeight: number, x: number, y: number, width: number, height: number): void;
/**
* Updates the camera projection matrix. Must be called after change of parameters.
*/
updateProjectionMatrix(): void;
clone(): PerspectiveCamera;
copy( source: PerspectiveCamera ): PerspectiveCamera;
toJSON( meta?: any ): any;
}
// Core ///////////////////////////////////////////////////////////////////////////////////////////////
/**
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js">src/core/BufferAttribute.js</a>
*/
export class BufferAttribute {
constructor(array: ArrayLike<number>, itemSize: number); // array parameter should be TypedArray.
uuid: string;
array: ArrayLike<number>;
itemSize: number;
dynamic: boolean;
updateRange: {offset:number, count:number};
version: number;
needsUpdate: boolean;
/** Deprecated, use count instead */
length: number;
count: number;
setDynamic(dynamic: boolean): BufferAttribute;
clone(): BufferAttribute;
copy(source: BufferAttribute): BufferAttribute;
copyAt(index1: number, attribute: BufferAttribute, index2: number): BufferAttribute;
copyArray(array: ArrayLike<number>): BufferAttribute;
copyColorsArray(colors: {r:number, g:number, b:number}[]): BufferAttribute;
copyIndicesArray(indices: {a:number, b:number, c:number}[]): BufferAttribute;
copyVector2sArray(vectors: {x:number, y:number}[]): BufferAttribute;
copyVector3sArray(vectors: {x:number, y:number, z:number}[]): BufferAttribute;
copyVector4sArray(vectors: {x:number, y:number, z:number, w:number}[]): BufferAttribute;
set(value: ArrayLike<number>, offset?: number): BufferAttribute;
getX(index: number): number;
setX(index: number, x: number): BufferAttribute;
getY(index: number): number;
setY(index: number, y: number): BufferAttribute;
getZ(index: number): number;
setZ(index: number, z: number): BufferAttribute;
getW(index: number): number;
setW(index: number, z: number): BufferAttribute;
setXY(index: number, x: number, y: number): BufferAttribute;
setXYZ(index: number, x: number, y: number, z: number): BufferAttribute;
setXYZW(index: number, x: number, y: number, z: number, w: number): BufferAttribute;
clone(): BufferAttribute;
}
// deprecated (are these actually deprecated?)
export class Int8Attribute extends BufferAttribute{
constructor(array: any, itemSize: number);
}
// deprecated
export class Uint8Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Uint8ClampedAttribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Int16Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Uint16Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Int32Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Uint32Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Float32Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
// deprecated
export class Float64Attribute extends BufferAttribute {
constructor(array: any, itemSize: number);
}
/**
* This is a superefficent class for geometries because it saves all data in buffers.
* It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.
* It is mainly interesting when working with static objects.
*
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/core/BufferGeometry.js">src/core/BufferGeometry.js</a>
*/
export class BufferGeometry {
/**
* This creates a new BufferGeometry. It also sets several properties to an default value.
*/
constructor();
static MaxIndex: number;
/**
* Unique number of this buffergeometry instance
*/
id: number;
uuid: string;
name: string;
type: string;
index: BufferAttribute;
attributes: BufferAttribute|InterleavedBufferAttribute[];
morphAttributes: any;
groups: {start: number, count: number, materialIndex?: number}[];
boundingBox: Box3;
boundingSphere: BoundingSphere;
drawRange: { start: number, count: number };
/** Deprecated. */
addIndex( index: BufferAttribute ): void;
getIndex(): BufferAttribute;
setIndex( index: BufferAttribute ): void;
/** Deprecated. This overloaded method is deprecated. */
addAttribute(name: string, array: any, itemSize: number): any;
addAttribute(name: string, attribute: BufferAttribute|InterleavedBufferAttribute): void;
getAttribute(name: string): BufferAttribute|InterleavedBufferAttribute;
removeAttribute(name: string): void;
/** Deprecated. */
drawcalls(): any;
/** Deprecated. */
offsets(): any;
/** Deprecated. Use addGroup */
addDrawCall(start: number, count: number, index?: number): void;
/** Deprecated. */
clearDrawCalls(): void;
addGroup(start: number, count: number, materialIndex?: number): void;
clearGroups(): void;
setDrawRange(start: number, count: number): void;
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix(matrix: Matrix4): void;
rotateX(angle: number): BufferGeometry;
rotateY(angle: number): BufferGeometry;
rotateZ(angle: number): BufferGeometry;
translate(x: number, y: number, z: number): BufferGeometry;
scale(x: number, y: number, z: number): BufferGeometry;
lookAt(v: Vector3): void;
center(): Vector3;
setFromObject(object: Object3D) : void;
updateFromObject(object: Object3D) : void;
fromGeometry(geometry: Geometry, settings?: any): BufferGeometry;
fromDirectGeometry( geometry: DirectGeometry ): BufferGeometry;
/**
* Computes bounding box of the geometry, updating Geometry.boundingBox attribute.
* Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingBox(): void;
/**
* Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
* Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingSphere(): void;
// deprecated
computeFaceNormals(): void;
/**
* Computes vertex normals by averaging face normals.
*/
computeVertexNormals(): void;
computeOffsets(size: number): void;
merge(geometry: BufferGeometry, offset: number): BufferGeometry;
normalizeNormals(): void;
toJSON(): any;
clone(): BufferGeometry;
copy(source: BufferGeometry): BufferGeometry;
/**
* Disposes the object from memory.
* You need to call this when you want the bufferGeometry removed while the application is running.
*/
dispose(): void;
// EventDispatcher mixins
addEventListener(type: string, listener: (event: any) => void ): void;
hasEventListener(type: string, listener: (event: any) => void): void;
removeEventListener(type: string, listener: (event: any) => void): void;
dispatchEvent(event: { type: string; target: any; }): void;
}
export class Channels {
constructor();
mask: number;
set( channel: number ): void;
enable( channel: number ): void;
toggle( channel: number ): void;
disable( channel: number ): void;
}
/**
* Object for keeping track of time.
*
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/core/Clock.js">src/core/Clock.js</a>
*/
export class Clock {
/**
* @param autoStart Automatically start the clock.
*/
constructor(autoStart?: boolean);
/**
* If set, starts the clock automatically when the first update is called.
*/
autoStart: boolean;
/**
* When the clock is running, It holds the starttime of the clock.
* This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
*/
startTime: number;
/**
* When the clock is running, It holds the previous time from a update.
* This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
*/
oldTime: number;
/**
* When the clock is running, It holds the time elapsed between the start of the clock to the previous update.
* This parameter is in seconds of three decimal places.
*/
elapsedTime: number;
/**
* This property keeps track whether the clock is running or not.
*/
running: boolean;
/**
* Starts clock.
*/
start(): void;
/**
* Stops clock.
*/
stop(): void;
/**
* Get the seconds passed since the clock started.
*/
getElapsedTime(): number;
/**
* Get the seconds passed since the last call to this method.
*/
getDelta(): number;
}
/**
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/core/DirectGeometry.js">src/core/DirectGeometry.js</a>
*/
export class DirectGeometry {
constructor();
id: number;
uuid: string;
name: string;
type: string;
indices: number[];
vertices: Vector3[];
normals: Vector3[];
colors: Color[];
uvs: Vector2[];
uvs2: Vector2[];
groups: {start: number, materialIndex: number}[];
morphTargets: MorphTarget[];
skinWeights: number[];
skinIndices: number[];
boundingBox: Box3;
boundingSphere: BoundingSphere;
verticesNeedUpdate: boolean;
normalsNeedUpdate: boolean;
colorsNeedUpdate: boolean;
uvsNeedUpdate: boolean;
groupsNeedUpdate: boolean;
computeBoundingBox(): void;
computeBoundingSphere(): void;
computeGroups(geometry: Geometry): void;
fromGeometry(geometry: Geometry): DirectGeometry;
dispose(): void;
// EventDispatcher mixins
addEventListener(type: string, listener: (event: any) => void ): void;
hasEventListener(type: string, listener: (event: any) => void): void;
removeEventListener(type: string, listener: (event: any) => void): void;
dispatchEvent(event: { type: string; target: any; }): void;
}
/**
* JavaScript events for custom objects
*
* # Example
* var Car = function () {
*
* EventDispatcher.call( this );
* this.start = function () {
*
* this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
*
* };
*
* };
*
* var car = new Car();
* car.addEventListener( 'start', function ( event ) {
*
* alert( event.message );
*
* } );
* car.start();
*
* @source src/core/EventDispatcher.js
*/
export class EventDispatcher {
/**
* Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
*/
constructor();
/**
* Adds a listener to an event type.
* @param type The type of the listener that gets removed.
* @param listener The listener function that gets removed.
*/
addEventListener(type: string, listener: (event: any) => void ): void;
/**
* Adds a listener to an event type.
* @param type The type of the listener that gets removed.
* @param listener The listener function that gets removed.
*/
hasEventListener(type: string, listener: (event: any) => void): void;
/**
* Removes a listener from an event type.
* @param type The type of the listener that gets removed.
* @param listener The listener function that gets removed.
*/
removeEventListener(type: string, listener: (event: any) => void): void;
/**
* Fire an event type.
* @param type The type of event that gets fired.
*/
dispatchEvent(event: { type: string; target: any; }): void;
}
/**
* Triangle face.
*
* # Example
* var normal = new THREE.Vector3( 0, 1, 0 );
* var color = new THREE.Color( 0xffaa00 );
* var face = new THREE.Face3( 0, 1, 2, normal, color, 0 );
*
* @source https://github.com/mrdoob/three.js/blob/master/src/core/Face3.js
*/
export class Face3 {
/**
* @param a Vertex A index.
* @param b Vertex B index.
* @param c Vertex C index.
* @param normal Face normal or array of vertex normals.
* @param color Face color or array of vertex colors.
* @param materialIndex Material index.
*/
constructor(a: number, b: number, c: number, normal?: Vector3, color?: Color, materialIndex?: number);
constructor(a: number, b: number, c: number, normal?: Vector3, vertexColors?: Color[], materialIndex?: number);
constructor(a: number, b: number, c: number, vertexNormals?: Vector3[], color?: Color, materialIndex?: number);
constructor(a: number, b: number, c: number, vertexNormals?: Vector3[], vertexColors?: Color[], materialIndex?: number);
/**
* Vertex A index.
*/
a: number;
/**
* Vertex B index.
*/
b: number;
/**
* Vertex C index.
*/
c: number;
/**
* Face normal.
*/
normal: Vector3;
/**
* Array of 4 vertex normals.
*/
vertexNormals: Vector3[];