Initial project import
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341
node_modules/three-stdlib/deprecated/Geometry.d.ts
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341
node_modules/three-stdlib/deprecated/Geometry.d.ts
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import {
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Vector3,
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Color,
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Vector2,
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Vector4,
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Box3,
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Sphere,
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Matrix4,
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BufferGeometry,
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Mesh,
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Bone,
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AnimationClip,
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EventDispatcher,
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Object3D,
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} from 'three'
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/**
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* @deprecated Use Face3 instead.
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*/
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export interface MorphTarget {
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name: string
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vertices: Vector3[]
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}
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export interface MorphColor {
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name: string
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colors: Color[]
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}
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export interface MorphNormals {
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name: string
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normals: Vector3[]
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}
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/**
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* Base class for geometries
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*/
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export class Geometry extends EventDispatcher {
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constructor()
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/**
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* Unique number of this geometry instance
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*/
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id: number
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uuid: string
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readonly isGeometry: true
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/**
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* Name for this geometry. Default is an empty string.
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* @default ''
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*/
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name: string
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/**
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* @default 'Geometry'
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*/
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type: string
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/**
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* The array of vertices hold every position of points of the model.
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* To signal an update in this array, Geometry.verticesNeedUpdate needs to be set to true.
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* @default []
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*/
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vertices: Vector3[]
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/**
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* Array of vertex colors, matching number and order of vertices.
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* Used in ParticleSystem, Line and Ribbon.
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* Meshes use per-face-use-of-vertex colors embedded directly in faces.
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* To signal an update in this array, Geometry.colorsNeedUpdate needs to be set to true.
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* @default []
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*/
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colors: Color[]
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/**
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* Array of triangles or/and quads.
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* The array of faces describe how each vertex in the model is connected with each other.
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* To signal an update in this array, Geometry.elementsNeedUpdate needs to be set to true.
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* @default []
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*/
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faces: Face3[]
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/**
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* Array of face UV layers.
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* Each UV layer is an array of UV matching order and number of vertices in faces.
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* To signal an update in this array, Geometry.uvsNeedUpdate needs to be set to true.
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* @default [[]]
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*/
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faceVertexUvs: Vector2[][][]
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/**
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* Array of morph targets. Each morph target is a Javascript object:
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*
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* { name: "targetName", vertices: [ new THREE.Vector3(), ... ] }
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*
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* Morph vertices match number and order of primary vertices.
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* @default []
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*/
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morphTargets: MorphTarget[]
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/**
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* Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
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*
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* morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }
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* @default []
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*/
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morphNormals: MorphNormals[]
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/**
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* Array of skinning weights, matching number and order of vertices.
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* @default []
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*/
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skinWeights: Vector4[]
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/**
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* Array of skinning indices, matching number and order of vertices.
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* @default []
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*/
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skinIndices: Vector4[]
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/**
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* @default []
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*/
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lineDistances: number[]
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/**
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* Bounding box.
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* @default null
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*/
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boundingBox: Box3 | null
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/**
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* Bounding sphere.
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* @default null
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*/
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boundingSphere: Sphere | null
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/**
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* Set to true if the vertices array has been updated.
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* @default false
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*/
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verticesNeedUpdate: boolean
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/**
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* Set to true if the faces array has been updated.
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* @default false
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*/
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elementsNeedUpdate: boolean
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/**
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* Set to true if the uvs array has been updated.
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* @default false
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*/
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uvsNeedUpdate: boolean
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/**
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* Set to true if the normals array has been updated.
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* @default false
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*/
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normalsNeedUpdate: boolean
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/**
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* Set to true if the colors array has been updated.
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* @default false
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*/
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colorsNeedUpdate: boolean
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/**
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* Set to true if the linedistances array has been updated.
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* @default false
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*/
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lineDistancesNeedUpdate: boolean
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/**
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*
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* @default false
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*/
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groupsNeedUpdate: boolean
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/**
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* Bakes matrix transform directly into vertex coordinates.
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*/
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applyMatrix4(matrix: Matrix4): Geometry
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rotateX(angle: number): Geometry
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rotateY(angle: number): Geometry
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rotateZ(angle: number): Geometry
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translate(x: number, y: number, z: number): Geometry
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scale(x: number, y: number, z: number): Geometry
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lookAt(vector: Vector3): void
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fromBufferGeometry(geometry: BufferGeometry): Geometry
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center(): Geometry
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normalize(): Geometry
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/**
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* Computes face normals.
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*/
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computeFaceNormals(): void
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/**
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* Computes vertex normals by averaging face normals.
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* Face normals must be existing / computed beforehand.
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*/
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computeVertexNormals(areaWeighted?: boolean): void
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/**
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* Compute vertex normals, but duplicating face normals.
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*/
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computeFlatVertexNormals(): void
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/**
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* Computes morph normals.
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*/
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computeMorphNormals(): void
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/**
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* Computes bounding box of the geometry, updating {@link Geometry.boundingBox} attribute.
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*/
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computeBoundingBox(): void
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/**
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* Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
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* Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are null.
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*/
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computeBoundingSphere(): void
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merge(geometry: Geometry, matrix?: Matrix4, materialIndexOffset?: number): void
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mergeMesh(mesh: Mesh): void
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/**
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* Checks for duplicate vertices using hashmap for specified number of decimal points, e.g. 4 for epsilon of 0.0001
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* Duplicated vertices are removed and faces' vertices are updated.
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*/
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mergeVertices(precisionPoints?: number): number
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setFromPoints(points: Vector2[] | Vector3[]): this
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sortFacesByMaterialIndex(): void
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toBufferGeometry(): BufferGeometry
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static createBufferGeometryFromObject(object: Object3D): BufferGeometry
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toJSON(): any
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/**
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* Creates a new clone of the Geometry.
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*/
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clone(): Geometry
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copy(source: Geometry): this
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/**
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* Removes The object from memory.
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* Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
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*/
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dispose(): void
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// 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.
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bones: Bone[]
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animation: AnimationClip
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animations: AnimationClip[]
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}
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/**
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* Triangle face.
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*/
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export class Face3 {
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/**
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* @param a Vertex A index.
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* @param b Vertex B index.
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* @param c Vertex C index.
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* @param normal Face normal or array of vertex normals.
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* @param color Face color or array of vertex colors.
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* @param materialIndex Material index.
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*/
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constructor(
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a: number,
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b: number,
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c: number,
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normal?: Vector3 | Vector3[],
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color?: Color | Color[],
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materialIndex?: number,
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)
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/**
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* Vertex A index.
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*/
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a: number
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/**
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* Vertex B index.
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*/
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b: number
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/**
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* Vertex C index.
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*/
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c: number
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/**
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* Face normal.
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* @default new THREE.Vector3()
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*/
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normal: Vector3
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/**
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* Array of 3 vertex normals.
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* @default []
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*/
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vertexNormals: Vector3[]
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/**
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* Face color.
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* @default new THREE.Color()
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*/
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color: Color
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/**
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* Array of 3 vertex colors.
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* @default []
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*/
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vertexColors: Color[]
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/**
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* Material index (points to {@link Mesh.material}).
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* @default 0
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*/
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materialIndex: number
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clone(): this
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copy(source: Face3): this
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}
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