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Merge pull request DefinitelyTyped#3076 from gyohk/master
update to three.js r69.
2 parents f675f40 + 0cca918 commit e4b0417

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10 files changed

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-370
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10 files changed

+421
-370
lines changed

physijs/tests/body.ts

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/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../physijs.d.ts" />
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/// <reference path="../../threejs/three-projector.d.ts" />
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Physijs.scripts.worker = '../physijs_worker.js';
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Physijs.scripts.ammo = 'examples/js/ammo.js';

physijs/tests/constraints_car.ts

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/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../physijs.d.ts" />
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/// <reference path="../../threejs/three-projector.d.ts" />
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Physijs.scripts.worker = '../physijs_worker.js';
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Physijs.scripts.ammo = 'examples/js/ammo.js';

physijs/tests/jenga.ts

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/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../physijs.d.ts" />
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/// <reference path="../../threejs/three-projector.d.ts" />
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Physijs.scripts.worker = '../physijs_worker.js';
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Physijs.scripts.ammo = 'examples/js/ammo.js';

physijs/tests/vehicle.ts

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/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../physijs.d.ts" />
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/// <reference path="../../threejs/three-projector.d.ts" />
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var TWEEN: any;
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var SimplexNoise: any;

threejs/tests/canvas/canvas_camera_orthographic.ts

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var material1 = new THREE.LineBasicMaterial({ color: 0x000000, opacity: 0.2 });
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var line = new THREE.Line(geometry, material1);
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line.type = THREE.LinePieces;
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line.mode = THREE.LinePieces;
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scene.add(line);
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// Cubes

threejs/tests/canvas/canvas_materials.ts

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var material = new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.2 });
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var line = new THREE.Line(geometry, material);
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line.type = THREE.LinePieces;
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line.mode = THREE.LinePieces;
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scene.add(line);
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// Spheres

threejs/tests/three-tests-setup.ts

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/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../detector.d.ts" />
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/// <reference path="../three-canvasrenderer.d.ts" />
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/// <reference path="../three-css3drenderer.d.ts" />
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/// <reference path="../three-projector.d.ts" />
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/// <reference path="../three-orbitcontrols.d.ts" />
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/// <reference path="../three-trackballcontrols.d.ts" />
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/// <reference path="../three-effectcomposer.d.ts" />

threejs/three-canvasrenderer.d.ts

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// Type definitions for CanvasRenderer.js
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// Project: https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js
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// Definitions by: Satoru Kimura <https://github.com/gyohk>
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// Definitions: https://github.com/borisyankov/DefinitelyTyped
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/// <reference path="./three.d.ts" />
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declare module THREE {
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export interface SpriteCanvasMaterialParameters extends MaterialParameters{
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color?: number;
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}
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export class SpriteCanvasMaterial extends Material {
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constructor(parameters?: SpriteCanvasMaterialParameters);
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color: Color;
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program(context: any, color: Color): void;
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clone(): SpriteCanvasMaterial;
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}
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export interface CanvasRendererParameters {
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canvas?: HTMLCanvasElement;
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devicePixelRatio?: number;
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}
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export class CanvasRenderer implements Renderer {
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constructor(parameters?: CanvasRendererParameters);
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domElement: HTMLCanvasElement;
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devicePixelRatio: number;
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autoClear: boolean;
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sortObjects: boolean;
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sortElements: boolean;
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info: { render: { vertices: number; faces: number; }; };
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supportsVertexTextures(): void;
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setFaceCulling(): void;
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setSize(width: number, height: number, updateStyle?: boolean): void;
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setViewport(x: number, y: number, width: number, height: number): void;
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setScissor(): void;
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enableScissorTest(): void;
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setClearColor(color: Color, opacity?: number): void;
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setClearColor(color: string, opacity?: number): void;
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setClearColor(color: number, opacity?: number): void;
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setClearColorHex(hex: number, alpha?: number): void;
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getClearColor(): Color;
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getClearAlpha(): number;
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getMaxAnisotropy(): number;
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clear(): void;
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clearColor(): void;
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clearDepth(): void;
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clearStencil(): void;
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render(scene: Scene, camera: Camera): void;
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}
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}

threejs/three-projector.d.ts

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// Type definitions for Projector.js
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// Project: https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js
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// Definitions by: Satoru Kimura <https://github.com/gyohk>
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// Definitions: https://github.com/borisyankov/DefinitelyTyped
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/// <reference path="./three.d.ts" />
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declare module THREE {
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// Renderers / Renderables /////////////////////////////////////////////////////////////////////
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export class RenderableObject {
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constructor();
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id: number;
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object: Object;
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z: number;
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}
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export class RenderableFace {
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constructor();
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id: number;
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v1: RenderableVertex;
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v2: RenderableVertex;
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v3: RenderableVertex;
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normalModel: Vector3;
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vertexNormalsModel: Vector3[];
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vertexNormalsLength: number;
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color: Color;
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material: Material;
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uvs: Vector2[][];
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z: number;
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}
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export class RenderableVertex {
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constructor();
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position: Vector3;
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positionWorld: Vector3;
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positionScreen: Vector4;
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visible: boolean;
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copy(vertex: RenderableVertex): void;
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}
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export class RenderableLine {
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constructor();
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id: number;
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v1: RenderableVertex;
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v2: RenderableVertex;
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vertexColors: Color[];
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material: Material;
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z: number;
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}
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export class RenderableSprite {
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constructor();
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id: number;
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object: Object;
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x: number;
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y: number;
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z: number;
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rotation: number;
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scale: Vector2;
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material: Material;
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}
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/**
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* Projects points between spaces.
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*/
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export class Projector {
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constructor();
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// deprecated.
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projectVector(vector: Vector3, camera: Camera): Vector3;
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// deprecated.
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unprojectVector(vector: Vector3, camera: Camera): Vector3;
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/**
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* Transforms a 3D scene object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
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* If the scene were a real scene, this method would be the equivalent of taking a picture with the camera (and developing the film would be the next step, using a Renderer).
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*
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* @param scene scene to project.
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* @param camera camera to use in the projection.
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* @param sort select whether to sort elements using the Painter's algorithm.
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*/
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projectScene(scene: Scene, camera: Camera, sortObjects: boolean, sortElements?: boolean): {
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objects: Object3D[]; // Mesh, Line or other object
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sprites: Object3D[]; // Sprite or Particle
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lights: Light[];
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elements: Face3[]; // Line, Particle, Face3 or Face4
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};
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}
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}

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