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Merge branch 'master' of https://github.com/DefinitelyTyped/DefinitelyTyped into threeConstructorVsNotConstructor
This commit is contained in:
2
threejs/detector.d.ts
vendored
2
threejs/detector.d.ts
vendored
@@ -8,7 +8,7 @@ interface DetectorStatic {
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webgl: boolean;
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workers: boolean;
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fileapi: boolean;
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getWebGLErrorMessage(): HTMLElement;
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addGetWebGLMessage(parameters?: {id?: string; parent?: HTMLElement}): void;
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}
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2
threejs/three-effectcomposer.d.ts
vendored
2
threejs/three-effectcomposer.d.ts
vendored
@@ -17,7 +17,7 @@ declare module THREE {
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readBuffer: WebGLRenderTarget;
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passes: any[];
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copyPass: ShaderPass;
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swapBuffers(): void;
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addPass(pass: any): void;
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insertPass(pass: any, index: number): void;
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2
threejs/three-maskpass.d.ts
vendored
2
threejs/three-maskpass.d.ts
vendored
@@ -18,7 +18,7 @@ declare module THREE {
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, delta: number): void;
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}
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export class ClearMaskPass {
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constructor();
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4
threejs/three-orbitcontrols.d.ts
vendored
4
threejs/three-orbitcontrols.d.ts
vendored
@@ -51,11 +51,11 @@ declare module THREE {
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reset(): void;
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getPolarAngle(): number;
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getAzimuthalAngle(): number;
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// EventDispatcher mixins
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addEventListener(type: string, listener: (event: any) => void): void;
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hasEventListener(type: string, listener: (event: any) => void): void;
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removeEventListener(type: string, listener: (event: any) => void): void;
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dispatchEvent(event: { type: string; target: any; }): void;
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}
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}
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}
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8
threejs/three-projector.d.ts
vendored
8
threejs/three-projector.d.ts
vendored
@@ -72,7 +72,7 @@ declare module THREE {
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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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@@ -88,10 +88,10 @@ declare module THREE {
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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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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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}
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