修复:并集错误

This commit is contained in:
ChenX
2023-09-15 17:14:55 +08:00
parent a11f502f9a
commit c81cda5cb5
2115 changed files with 297 additions and 22774 deletions

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import { Texture } from "three";
export declare function LoadDefaultExr(): Promise<Texture>;
export declare function LoadMetalEnv(): Promise<Texture>;
//# sourceMappingURL=EnvLoader.d.ts.map

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import { Group } from "three";
export interface LoaderState {
State: boolean;
object?: Group;
}
export declare function loadFBX(fileName: string): Promise<LoaderState>;
//# sourceMappingURL=FBXLoader.d.ts.map

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{"version":3,"file":"FBXLoader.d.ts","sourceRoot":"","sources":["../../../src/Loader/FBXLoader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAkB,MAAM,OAAO,CAAC;AAI9C,MAAM,WAAW,WAAW;IAExB,KAAK,EAAE,OAAO,CAAC;IACf,MAAM,CAAC,EAAE,KAAK,CAAC;CAClB;AAoBD,wBAAgB,OAAO,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,CAAC,CA0B9D"}

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export declare function LoadImageFromFile(blob: File): Promise<HTMLImageElement>;
export declare function LoadImageFromUrl(url: string): Promise<HTMLImageElement>;
//# sourceMappingURL=ImageLoader.d.ts.map

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{"version":3,"file":"ImageLoader.d.ts","sourceRoot":"","sources":["../../../src/Loader/ImageLoader.ts"],"names":[],"mappings":"AAYA,wBAAsB,iBAAiB,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAAC,gBAAgB,CAAC,CAc7E;AAGD,wBAAsB,gBAAgB,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,gBAAgB,CAAC,CAe7E"}

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import { RawShaderMaterial, WebGLRenderer, WebGLRenderTarget } from "three";
/**
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
* (PMREM) from a cubeMap environment texture. This allows different levels of
* blur to be quickly accessed based on material roughness. It is packed into a
* special CubeUV format that allows us to perform custom interpolation so that
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
* higher roughness levels. In this way we maintain resolution to smoothly
* interpolate diffuse lighting while limiting sampling computation.
*/
export declare class PMREMGenerator3 {
_renderer: WebGLRenderer;
_pingPongRenderTarget: any;
_blurMaterial: RawShaderMaterial;
_equirectShader: any;
_cubemapShader: any;
constructor(renderer: WebGLRenderer);
/**
* Generates a PMREM from a supplied Scene, which can be faster than using an
* image if networking bandwidth is low. Optional sigma specifies a blur radius
* in radians to be applied to the scene before PMREM generation. Optional near
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
* is placed at the origin).
*/
fromScene(scene: any, sigma?: number, near?: number, far?: number): WebGLRenderTarget;
/**
* Generates a PMREM from an equirectangular texture, which can be either LDR
* (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
* as this matches best with the 256 x 256 cubemap output.
*/
fromEquirectangular(equirectangular: any): WebGLRenderTarget;
/**
* Generates a PMREM from an cubemap texture, which can be either LDR
* (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
* as this matches best with the 256 x 256 cubemap output.
*/
fromCubemap(cubemap: any): WebGLRenderTarget;
/**
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileCubemapShader(): void;
/**
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileEquirectangularShader(): void;
/**
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
* one of them will cause any others to also become unusable.
*/
dispose(): void;
_cleanup(outputTarget: any): void;
_fromTexture(texture: any): WebGLRenderTarget;
_allocateTargets(texture?: any): WebGLRenderTarget;
_compileMaterial(material: any): void;
_sceneToCubeUV(scene: any, near: any, far: any, cubeUVRenderTarget: any): void;
_textureToCubeUV(texture: any, cubeUVRenderTarget: any): void;
_applyPMREM(cubeUVRenderTarget: any): void;
/**
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
* vertically and horizontally, but this breaks down on a cube. Here we apply
* the blur latitudinally (around the poles), and then longitudinally (towards
* the poles) to approximate the orthogonally-separable blur. It is least
* accurate at the poles, but still does a decent job.
*/
_blur(cubeUVRenderTarget: any, lodIn: any, lodOut: any, sigma: any, poleAxis?: any): void;
_halfBlur(targetIn: any, targetOut: any, lodIn: any, lodOut: any, sigmaRadians: any, direction: any, poleAxis: any): void;
}
//# sourceMappingURL=PMREMGenerator2.d.ts.map

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