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Oinktube/node_modules/three/examples/jsm/deprecated/Geometry.d.ts
2023-12-11 11:59:56 -03:00

374 lines
7.2 KiB
TypeScript

import {
Vector3,
Color,
Vector2,
Vector4,
Box3,
Sphere,
Matrix4,
BufferGeometry,
Matrix,
Mesh,
Bone,
AnimationClip,
EventDispatcher,
Object3D
} from '../../../src/Three';
/**
* @deprecated Use Face3 instead.
*/
export interface MorphTarget {
name: string;
vertices: Vector3[];
}
export interface MorphColor {
name: string;
colors: Color[];
}
export interface MorphNormals {
name: string;
normals: Vector3[];
}
/**
* Base class for geometries
*/
export class Geometry extends EventDispatcher {
constructor();
/**
* Unique number of this geometry instance
*/
id: number;
uuid: string;
readonly isGeometry: true;
/**
* Name for this geometry. Default is an empty string.
* @default ''
*/
name: string;
/**
* @default 'Geometry'
*/
type: string;
/**
* The array of vertices hold every position of points of the model.
* To signal an update in this array, Geometry.verticesNeedUpdate needs to be set to true.
* @default []
*/
vertices: Vector3[];
/**
* Array of vertex colors, matching number and order of vertices.
* Used in ParticleSystem, Line and Ribbon.
* Meshes use per-face-use-of-vertex colors embedded directly in faces.
* To signal an update in this array, Geometry.colorsNeedUpdate needs to be set to true.
* @default []
*/
colors: Color[];
/**
* Array of triangles or/and quads.
* The array of faces describe how each vertex in the model is connected with each other.
* To signal an update in this array, Geometry.elementsNeedUpdate needs to be set to true.
* @default []
*/
faces: Face3[];
/**
* Array of face UV layers.
* Each UV layer is an array of UV matching order and number of vertices in faces.
* To signal an update in this array, Geometry.uvsNeedUpdate needs to be set to true.
* @default [[]]
*/
faceVertexUvs: Vector2[][][];
/**
* Array of morph targets. Each morph target is a Javascript object:
*
* { name: "targetName", vertices: [ new THREE.Vector3(), ... ] }
*
* Morph vertices match number and order of primary vertices.
* @default []
*/
morphTargets: MorphTarget[];
/**
* Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
*
* morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }
* @default []
*/
morphNormals: MorphNormals[];
/**
* Array of skinning weights, matching number and order of vertices.
* @default []
*/
skinWeights: Vector4[];
/**
* Array of skinning indices, matching number and order of vertices.
* @default []
*/
skinIndices: Vector4[];
/**
* @default []
*/
lineDistances: number[];
/**
* Bounding box.
* @default null
*/
boundingBox: Box3 | null;
/**
* Bounding sphere.
* @default null
*/
boundingSphere: Sphere | null;
/**
* Set to true if the vertices array has been updated.
* @default false
*/
verticesNeedUpdate: boolean;
/**
* Set to true if the faces array has been updated.
* @default false
*/
elementsNeedUpdate: boolean;
/**
* Set to true if the uvs array has been updated.
* @default false
*/
uvsNeedUpdate: boolean;
/**
* Set to true if the normals array has been updated.
* @default false
*/
normalsNeedUpdate: boolean;
/**
* Set to true if the colors array has been updated.
* @default false
*/
colorsNeedUpdate: boolean;
/**
* Set to true if the linedistances array has been updated.
* @default false
*/
lineDistancesNeedUpdate: boolean;
/**
*
* @default false
*/
groupsNeedUpdate: boolean;
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix4( matrix: Matrix4 ): Geometry;
rotateX( angle: number ): Geometry;
rotateY( angle: number ): Geometry;
rotateZ( angle: number ): Geometry;
translate( x: number, y: number, z: number ): Geometry;
scale( x: number, y: number, z: number ): Geometry;
lookAt( vector: Vector3 ): void;
fromBufferGeometry( geometry: BufferGeometry ): Geometry;
center(): Geometry;
normalize(): Geometry;
/**
* Computes face normals.
*/
computeFaceNormals(): void;
/**
* Computes vertex normals by averaging face normals.
* Face normals must be existing / computed beforehand.
*/
computeVertexNormals( areaWeighted?: boolean ): void;
/**
* Compute vertex normals, but duplicating face normals.
*/
computeFlatVertexNormals(): void;
/**
* Computes morph normals.
*/
computeMorphNormals(): void;
/**
* Computes bounding box of the geometry, updating {@link Geometry.boundingBox} attribute.
*/
computeBoundingBox(): void;
/**
* Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
* Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingSphere(): void;
merge(
geometry: Geometry,
matrix?: Matrix,
materialIndexOffset?: number
): void;
mergeMesh( mesh: Mesh ): void;
/**
* Checks for duplicate vertices using hashmap for specified number of decimal points, e.g. 4 for epsilon of 0.0001
* Duplicated vertices are removed and faces' vertices are updated.
*/
mergeVertices( precisionPoints?: number ): number;
setFromPoints( points: Array<Vector2> | Array<Vector3> ): this;
sortFacesByMaterialIndex(): void;
toBufferGeometry(): BufferGeometry;
static createBufferGeometryFromObject( object: Object3D ): BufferGeometry;
toJSON(): any;
/**
* Creates a new clone of the Geometry.
*/
clone(): Geometry;
copy( source: Geometry ): this;
/**
* Removes The object from memory.
* Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
*/
dispose(): void;
// These properties do not exist in a normal Geometry class, but if you use the instance that was passed by JSONLoader, it will be added.
bones: Bone[];
animation: AnimationClip;
animations: AnimationClip[];
}
/**
* Triangle face.
*/
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.
* @default new THREE.Vector3()
*/
normal: Vector3;
/**
* Array of 3 vertex normals.
* @default []
*/
vertexNormals: Vector3[];
/**
* Face color.
* @default new THREE.Color()
*/
color: Color;
/**
* Array of 3 vertex colors.
* @default []
*/
vertexColors: Color[];
/**
* Material index (points to {@link Mesh.material}).
* @default 0
*/
materialIndex: number;
clone(): Face3;
copy( source: Face3 ): this;
}