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Updated builds.

Mugen87 1 week ago
parent
commit
38d85cdf61

+ 22 - 13
build/three.cjs

@@ -162,6 +162,14 @@ const MultiplyBlending = 4;
  */
 const CustomBlending = 5;
 
+/**
+ * Represents material blending.
+ *
+ * @type {number}
+ * @constant
+ */
+const MaterialBlending = 6;
+
 /**
  * A `source + destination` blending equation.
  *
@@ -4643,7 +4651,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's x component to the given value
+	 * Sets the vector's x component to the given value.
 	 *
 	 * @param {number} x - The value to set.
 	 * @return {Vector3} A reference to this vector.
@@ -4657,7 +4665,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's y component to the given value
+	 * Sets the vector's y component to the given value.
 	 *
 	 * @param {number} y - The value to set.
 	 * @return {Vector3} A reference to this vector.
@@ -4671,7 +4679,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's z component to the given value
+	 * Sets the vector's z component to the given value.
 	 *
 	 * @param {number} z - The value to set.
 	 * @return {Vector3} A reference to this vector.
@@ -7026,7 +7034,7 @@ class Texture extends EventDispatcher {
 		Object.defineProperty( this, 'id', { value: _textureId ++ } );
 
 		/**
-		 * The UUID of the material.
+		 * The UUID of the texture.
 		 *
 		 * @type {string}
 		 * @readonly
@@ -7034,7 +7042,7 @@ class Texture extends EventDispatcher {
 		this.uuid = generateUUID();
 
 		/**
-		 * The name of the material.
+		 * The name of the texture.
 		 *
 		 * @type {string}
 		 */
@@ -42141,7 +42149,7 @@ class DiscreteInterpolant extends Interpolant {
 }
 
 /**
- * Represents s a timed sequence of keyframes, which are composed of lists of
+ * Represents a timed sequence of keyframes, which are composed of lists of
  * times and related values, and which are used to animate a specific property
  * of an object.
  */
@@ -42556,7 +42564,7 @@ class KeyframeTrack {
 	 * Optimizes this keyframe track by removing equivalent sequential keys (which are
 	 * common in morph target sequences).
 	 *
-	 * @return {AnimationClip} A reference to this animation clip.
+	 * @return {KeyframeTrack} A reference to this keyframe track.
 	 */
 	optimize() {
 
@@ -43301,7 +43309,7 @@ class AnimationClip {
 	 * @static
 	 * @deprecated since r175.
 	 * @param {Object} animation - A serialized animation clip as JSON.
-	 * @param {Array<Bones>} bones - An array of bones.
+	 * @param {Array<Bone>} bones - An array of bones.
 	 * @return {?AnimationClip} The new animation clip.
 	 */
 	static parseAnimation( animation, bones ) {
@@ -53237,7 +53245,7 @@ class AnimationAction {
 
 	}
 
-	// Interna
+	// Internal
 
 	_update( time, deltaTime, timeDirection, accuIndex ) {
 
@@ -73372,8 +73380,8 @@ class WebXRManager extends EventDispatcher {
 
 			// inherit camera layers and enable eye layers (1 = left, 2 = right)
 			cameraXR.layers.mask = camera.layers.mask | 0b110;
-			cameraL.layers.mask = cameraXR.layers.mask & 0b011;
-			cameraR.layers.mask = cameraXR.layers.mask & 0b101;
+			cameraL.layers.mask = cameraXR.layers.mask & -5;
+			cameraR.layers.mask = cameraXR.layers.mask & -3;
 
 			const parent = camera.parent;
 			const cameras = cameraXR.cameras;
@@ -74838,7 +74846,7 @@ class WebGLRenderer {
 		// public properties
 
 		/**
-		 * A canvas where the renderer draws its output.This is automatically created by the renderer
+		 * A canvas where the renderer draws its output. This is automatically created by the renderer
 		 * in the constructor (if not provided already); you just need to add it to your page like so:
 		 * ```js
 		 * document.body.appendChild( renderer.domElement );
@@ -74854,7 +74862,7 @@ class WebGLRenderer {
 		 * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
 		 * checked for errors during compilation and linkage process. It may be useful to disable
 		 * this check in production for performance gain. It is strongly recommended to keep these
-		 * checks enabled during development. If the shader does not compile and link - it will not
+		 * checks enabled during development. If the shader does not compile and link, it will not
 		 * work and associated material will not render.
 		 * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
 		 * can be used for custom error reporting. The callback receives the WebGL context, an instance
@@ -78397,6 +78405,7 @@ exports.LoopPingPong = LoopPingPong;
 exports.LoopRepeat = LoopRepeat;
 exports.MOUSE = MOUSE;
 exports.Material = Material;
+exports.MaterialBlending = MaterialBlending;
 exports.MaterialLoader = MaterialLoader;
 exports.MathUtils = MathUtils;
 exports.Matrix2 = Matrix2;

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build/three.core.js


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build/three.core.min.js


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build/three.module.js


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build/three.tsl.js


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build/three.tsl.min.js


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build/three.webgpu.js


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build/three.webgpu.min.js


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build/three.webgpu.nodes.js


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