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- export const REVISION = '177dev';
- /**
- * Represents mouse buttons and interaction types in context of controls.
- *
- * @type {ConstantsMouse}
- * @constant
- */
- export const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
- /**
- * Represents touch interaction types in context of controls.
- *
- * @type {ConstantsTouch}
- * @constant
- */
- export const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
- /**
- * Disables face culling.
- *
- * @type {number}
- * @constant
- */
- export const CullFaceNone = 0;
- /**
- * Culls back faces.
- *
- * @type {number}
- * @constant
- */
- export const CullFaceBack = 1;
- /**
- * Culls front faces.
- *
- * @type {number}
- * @constant
- */
- export const CullFaceFront = 2;
- /**
- * Culls both front and back faces.
- *
- * @type {number}
- * @constant
- */
- export const CullFaceFrontBack = 3;
- /**
- * Gives unfiltered shadow maps - fastest, but lowest quality.
- *
- * @type {number}
- * @constant
- */
- export const BasicShadowMap = 0;
- /**
- * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
- *
- * @type {number}
- * @constant
- */
- export const PCFShadowMap = 1;
- /**
- * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
- * better soft shadows especially when using low-resolution shadow maps.
- *
- * @type {number}
- * @constant
- */
- export const PCFSoftShadowMap = 2;
- /**
- * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
- * When using VSMShadowMap all shadow receivers will also cast shadows.
- *
- * @type {number}
- * @constant
- */
- export const VSMShadowMap = 3;
- /**
- * Only front faces are rendered.
- *
- * @type {number}
- * @constant
- */
- export const FrontSide = 0;
- /**
- * Only back faces are rendered.
- *
- * @type {number}
- * @constant
- */
- export const BackSide = 1;
- /**
- * Both front and back faces are rendered.
- *
- * @type {number}
- * @constant
- */
- export const DoubleSide = 2;
- /**
- * No blending is performed which effectively disables
- * alpha transparency.
- *
- * @type {number}
- * @constant
- */
- export const NoBlending = 0;
- /**
- * The default blending.
- *
- * @type {number}
- * @constant
- */
- export const NormalBlending = 1;
- /**
- * Represents additive blending.
- *
- * @type {number}
- * @constant
- */
- export const AdditiveBlending = 2;
- /**
- * Represents subtractive blending.
- *
- * @type {number}
- * @constant
- */
- export const SubtractiveBlending = 3;
- /**
- * Represents multiply blending.
- *
- * @type {number}
- * @constant
- */
- export const MultiplyBlending = 4;
- /**
- * Represents custom blending.
- *
- * @type {number}
- * @constant
- */
- export const CustomBlending = 5;
- /**
- * A `source + destination` blending equation.
- *
- * @type {number}
- * @constant
- */
- export const AddEquation = 100;
- /**
- * A `source - destination` blending equation.
- *
- * @type {number}
- * @constant
- */
- export const SubtractEquation = 101;
- /**
- * A `destination - source` blending equation.
- *
- * @type {number}
- * @constant
- */
- export const ReverseSubtractEquation = 102;
- /**
- * A blend equation that uses the minimum of source and destination.
- *
- * @type {number}
- * @constant
- */
- export const MinEquation = 103;
- /**
- * A blend equation that uses the maximum of source and destination.
- *
- * @type {number}
- * @constant
- */
- export const MaxEquation = 104;
- /**
- * Multiplies all colors by `0`.
- *
- * @type {number}
- * @constant
- */
- export const ZeroFactor = 200;
- /**
- * Multiplies all colors by `1`.
- *
- * @type {number}
- * @constant
- */
- export const OneFactor = 201;
- /**
- * Multiplies all colors by the source colors.
- *
- * @type {number}
- * @constant
- */
- export const SrcColorFactor = 202;
- /**
- * Multiplies all colors by `1` minus each source color.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusSrcColorFactor = 203;
- /**
- * Multiplies all colors by the source alpha value.
- *
- * @type {number}
- * @constant
- */
- export const SrcAlphaFactor = 204;
- /**
- * Multiplies all colors by 1 minus the source alpha value.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusSrcAlphaFactor = 205;
- /**
- * Multiplies all colors by the destination alpha value.
- *
- * @type {number}
- * @constant
- */
- export const DstAlphaFactor = 206;
- /**
- * Multiplies all colors by `1` minus the destination alpha value.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusDstAlphaFactor = 207;
- /**
- * Multiplies all colors by the destination color.
- *
- * @type {number}
- * @constant
- */
- export const DstColorFactor = 208;
- /**
- * Multiplies all colors by `1` minus each destination color.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusDstColorFactor = 209;
- /**
- * Multiplies the RGB colors by the smaller of either the source alpha
- * value or the value of `1` minus the destination alpha value. The alpha
- * value is multiplied by `1`.
- *
- * @type {number}
- * @constant
- */
- export const SrcAlphaSaturateFactor = 210;
- /**
- * Multiplies all colors by a constant color.
- *
- * @type {number}
- * @constant
- */
- export const ConstantColorFactor = 211;
- /**
- * Multiplies all colors by `1` minus a constant color.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusConstantColorFactor = 212;
- /**
- * Multiplies all colors by a constant alpha value.
- *
- * @type {number}
- * @constant
- */
- export const ConstantAlphaFactor = 213;
- /**
- * Multiplies all colors by 1 minus a constant alpha value.
- *
- * @type {number}
- * @constant
- */
- export const OneMinusConstantAlphaFactor = 214;
- /**
- * Never pass.
- *
- * @type {number}
- * @constant
- */
- export const NeverDepth = 0;
- /**
- * Always pass.
- *
- * @type {number}
- * @constant
- */
- export const AlwaysDepth = 1;
- /**
- * Pass if the incoming value is less than the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const LessDepth = 2;
- /**
- * Pass if the incoming value is less than or equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const LessEqualDepth = 3;
- /**
- * Pass if the incoming value equals the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const EqualDepth = 4;
- /**
- * Pass if the incoming value is greater than or equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterEqualDepth = 5;
- /**
- * Pass if the incoming value is greater than the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterDepth = 6;
- /**
- * Pass if the incoming value is not equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- export const NotEqualDepth = 7;
- /**
- * Multiplies the environment map color with the surface color.
- *
- * @type {number}
- * @constant
- */
- export const MultiplyOperation = 0;
- /**
- * Uses reflectivity to blend between the two colors.
- *
- * @type {number}
- * @constant
- */
- export const MixOperation = 1;
- /**
- * Adds the two colors.
- *
- * @type {number}
- * @constant
- */
- export const AddOperation = 2;
- /**
- * No tone mapping is applied.
- *
- * @type {number}
- * @constant
- */
- export const NoToneMapping = 0;
- /**
- * Linear tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const LinearToneMapping = 1;
- /**
- * Reinhard tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const ReinhardToneMapping = 2;
- /**
- * Cineon tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const CineonToneMapping = 3;
- /**
- * ACES Filmic tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const ACESFilmicToneMapping = 4;
- /**
- * Custom tone mapping.
- *
- * Expects a custom implementation by modifying shader code of the material's fragment shader.
- *
- * @type {number}
- * @constant
- */
- export const CustomToneMapping = 5;
- /**
- * AgX tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const AgXToneMapping = 6;
- /**
- * Neutral tone mapping.
- *
- * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
- *
- * @type {number}
- * @constant
- */
- export const NeutralToneMapping = 7;
- /**
- * The skinned mesh shares the same world space as the skeleton.
- *
- * @type {string}
- * @constant
- */
- export const AttachedBindMode = 'attached';
- /**
- * The skinned mesh does not share the same world space as the skeleton.
- * This is useful when a skeleton is shared across multiple skinned meshes.
- *
- * @type {string}
- * @constant
- */
- export const DetachedBindMode = 'detached';
- /**
- * Maps textures using the geometry's UV coordinates.
- *
- * @type {number}
- * @constant
- */
- export const UVMapping = 300;
- /**
- * Reflection mapping for cube textures.
- *
- * @type {number}
- * @constant
- */
- export const CubeReflectionMapping = 301;
- /**
- * Refraction mapping for cube textures.
- *
- * @type {number}
- * @constant
- */
- export const CubeRefractionMapping = 302;
- /**
- * Reflection mapping for equirectangular textures.
- *
- * @type {number}
- * @constant
- */
- export const EquirectangularReflectionMapping = 303;
- /**
- * Refraction mapping for equirectangular textures.
- *
- * @type {number}
- * @constant
- */
- export const EquirectangularRefractionMapping = 304;
- /**
- * Reflection mapping for PMREM textures.
- *
- * @type {number}
- * @constant
- */
- export const CubeUVReflectionMapping = 306;
- /**
- * The texture will simply repeat to infinity.
- *
- * @type {number}
- * @constant
- */
- export const RepeatWrapping = 1000;
- /**
- * The last pixel of the texture stretches to the edge of the mesh.
- *
- * @type {number}
- * @constant
- */
- export const ClampToEdgeWrapping = 1001;
- /**
- * The texture will repeats to infinity, mirroring on each repeat.
- *
- * @type {number}
- * @constant
- */
- export const MirroredRepeatWrapping = 1002;
- /**
- * Returns the value of the texture element that is nearest (in Manhattan distance)
- * to the specified texture coordinates.
- *
- * @type {number}
- * @constant
- */
- export const NearestFilter = 1003;
- /**
- * Chooses the mipmap that most closely matches the size of the pixel being textured
- * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
- * to produce a texture value.
- *
- * @type {number}
- * @constant
- */
- export const NearestMipmapNearestFilter = 1004;
- export const NearestMipMapNearestFilter = 1004; // legacy
- /**
- * Chooses the two mipmaps that most closely match the size of the pixel being textured and
- * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
- * The final texture value is a weighted average of those two values.
- *
- * @type {number}
- * @constant
- */
- export const NearestMipmapLinearFilter = 1005;
- export const NearestMipMapLinearFilter = 1005; // legacy
- /**
- * Returns the weighted average of the four texture elements that are closest to the specified
- * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
- * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
- *
- * @type {number}
- * @constant
- */
- export const LinearFilter = 1006;
- /**
- * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
- * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
- * center of the pixel) to produce a texture value.
- *
- * @type {number}
- * @constant
- */
- export const LinearMipmapNearestFilter = 1007;
- export const LinearMipMapNearestFilter = 1007; // legacy
- /**
- * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
- * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
- * is a weighted average of those two values.
- *
- * @type {number}
- * @constant
- */
- export const LinearMipmapLinearFilter = 1008;
- export const LinearMipMapLinearFilter = 1008; // legacy
- /**
- * An unsigned byte data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedByteType = 1009;
- /**
- * A byte data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const ByteType = 1010;
- /**
- * A short data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const ShortType = 1011;
- /**
- * An unsigned short data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedShortType = 1012;
- /**
- * An int data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const IntType = 1013;
- /**
- * An unsigned int data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedIntType = 1014;
- /**
- * A float data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const FloatType = 1015;
- /**
- * A half float data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const HalfFloatType = 1016;
- /**
- * An unsigned short 4_4_4_4 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedShort4444Type = 1017;
- /**
- * An unsigned short 5_5_5_1 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedShort5551Type = 1018;
- /**
- * An unsigned int 24_8 data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedInt248Type = 1020;
- /**
- * An unsigned int 5_9_9_9 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- export const UnsignedInt5999Type = 35902;
- /**
- * Discards the red, green and blue components and reads just the alpha component.
- *
- * @type {number}
- * @constant
- */
- export const AlphaFormat = 1021;
- /**
- * Discards the alpha component and reads the red, green and blue component.
- *
- * @type {number}
- * @constant
- */
- export const RGBFormat = 1022;
- /**
- * Reads the red, green, blue and alpha components.
- *
- * @type {number}
- * @constant
- */
- export const RGBAFormat = 1023;
- /**
- * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
- *
- * @type {number}
- * @constant
- */
- export const DepthFormat = 1026;
- /**
- * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
- * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
- *
- * @type {number}
- * @constant
- */
- export const DepthStencilFormat = 1027;
- /**
- * Discards the green, blue and alpha components and reads just the red component.
- *
- * @type {number}
- * @constant
- */
- export const RedFormat = 1028;
- /**
- * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- export const RedIntegerFormat = 1029;
- /**
- * Discards the alpha, and blue components and reads the red, and green components.
- *
- * @type {number}
- * @constant
- */
- export const RGFormat = 1030;
- /**
- * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- export const RGIntegerFormat = 1031;
- /**
- * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- export const RGBIntegerFormat = 1032;
- /**
- * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- export const RGBAIntegerFormat = 1033;
- /**
- * A DXT1-compressed image in an RGB image format.
- *
- * @type {number}
- * @constant
- */
- export const RGB_S3TC_DXT1_Format = 33776;
- /**
- * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_S3TC_DXT1_Format = 33777;
- /**
- * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_S3TC_DXT3_Format = 33778;
- /**
- * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
- * compression in how the alpha compression is done.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_S3TC_DXT5_Format = 33779;
- /**
- * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
- *
- * @type {number}
- * @constant
- */
- export const RGB_PVRTC_4BPPV1_Format = 35840;
- /**
- * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
- *
- * @type {number}
- * @constant
- */
- export const RGB_PVRTC_2BPPV1_Format = 35841;
- /**
- * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_PVRTC_4BPPV1_Format = 35842;
- /**
- * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_PVRTC_2BPPV1_Format = 35843;
- /**
- * ETC1 RGB format.
- *
- * @type {number}
- * @constant
- */
- export const RGB_ETC1_Format = 36196;
- /**
- * ETC2 RGB format.
- *
- * @type {number}
- * @constant
- */
- export const RGB_ETC2_Format = 37492;
- /**
- * ETC2 RGBA format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ETC2_EAC_Format = 37496;
- /**
- * ASTC RGBA 4x4 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_4x4_Format = 37808;
- /**
- * ASTC RGBA 5x4 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_5x4_Format = 37809;
- /**
- * ASTC RGBA 5x5 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_5x5_Format = 37810;
- /**
- * ASTC RGBA 6x5 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_6x5_Format = 37811;
- /**
- * ASTC RGBA 6x6 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_6x6_Format = 37812;
- /**
- * ASTC RGBA 8x5 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_8x5_Format = 37813;
- /**
- * ASTC RGBA 8x6 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_8x6_Format = 37814;
- /**
- * ASTC RGBA 8x8 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_8x8_Format = 37815;
- /**
- * ASTC RGBA 10x5 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_10x5_Format = 37816;
- /**
- * ASTC RGBA 10x6 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_10x6_Format = 37817;
- /**
- * ASTC RGBA 10x8 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_10x8_Format = 37818;
- /**
- * ASTC RGBA 10x10 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_10x10_Format = 37819;
- /**
- * ASTC RGBA 12x10 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_12x10_Format = 37820;
- /**
- * ASTC RGBA 12x12 format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_ASTC_12x12_Format = 37821;
- /**
- * BPTC RGBA format.
- *
- * @type {number}
- * @constant
- */
- export const RGBA_BPTC_Format = 36492;
- /**
- * BPTC Signed RGB format.
- *
- * @type {number}
- * @constant
- */
- export const RGB_BPTC_SIGNED_Format = 36494;
- /**
- * BPTC Unsigned RGB format.
- *
- * @type {number}
- * @constant
- */
- export const RGB_BPTC_UNSIGNED_Format = 36495;
- /**
- * RGTC1 Red format.
- *
- * @type {number}
- * @constant
- */
- export const RED_RGTC1_Format = 36283;
- /**
- * RGTC1 Signed Red format.
- *
- * @type {number}
- * @constant
- */
- export const SIGNED_RED_RGTC1_Format = 36284;
- /**
- * RGTC2 Red Green format.
- *
- * @type {number}
- * @constant
- */
- export const RED_GREEN_RGTC2_Format = 36285;
- /**
- * RGTC2 Signed Red Green format.
- *
- * @type {number}
- * @constant
- */
- export const SIGNED_RED_GREEN_RGTC2_Format = 36286;
- /**
- * Animations are played once.
- *
- * @type {number}
- * @constant
- */
- export const LoopOnce = 2200;
- /**
- * Animations are played with a chosen number of repetitions, each time jumping from
- * the end of the clip directly to its beginning.
- *
- * @type {number}
- * @constant
- */
- export const LoopRepeat = 2201;
- /**
- * Animations are played with a chosen number of repetitions, alternately playing forward
- * and backward.
- *
- * @type {number}
- * @constant
- */
- export const LoopPingPong = 2202;
- /**
- * Discrete interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- export const InterpolateDiscrete = 2300;
- /**
- * Linear interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- export const InterpolateLinear = 2301;
- /**
- * Smooth interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- export const InterpolateSmooth = 2302;
- /**
- * Zero curvature ending for animations.
- *
- * @type {number}
- * @constant
- */
- export const ZeroCurvatureEnding = 2400;
- /**
- * Zero slope ending for animations.
- *
- * @type {number}
- * @constant
- */
- export const ZeroSlopeEnding = 2401;
- /**
- * Wrap around ending for animations.
- *
- * @type {number}
- * @constant
- */
- export const WrapAroundEnding = 2402;
- /**
- * Default animation blend mode.
- *
- * @type {number}
- * @constant
- */
- export const NormalAnimationBlendMode = 2500;
- /**
- * Additive animation blend mode. Can be used to layer motions on top of
- * each other to build complex performances from smaller re-usable assets.
- *
- * @type {number}
- * @constant
- */
- export const AdditiveAnimationBlendMode = 2501;
- /**
- * For every three vertices draw a single triangle.
- *
- * @type {number}
- * @constant
- */
- export const TrianglesDrawMode = 0;
- /**
- * For each vertex draw a triangle from the last three vertices.
- *
- * @type {number}
- * @constant
- */
- export const TriangleStripDrawMode = 1;
- /**
- * For each vertex draw a triangle from the first vertex and the last two vertices.
- *
- * @type {number}
- * @constant
- */
- export const TriangleFanDrawMode = 2;
- /**
- * Basic depth packing.
- *
- * @type {number}
- * @constant
- */
- export const BasicDepthPacking = 3200;
- /**
- * A depth value is packed into 32 bit RGBA.
- *
- * @type {number}
- * @constant
- */
- export const RGBADepthPacking = 3201;
- /**
- * A depth value is packed into 24 bit RGB.
- *
- * @type {number}
- * @constant
- */
- export const RGBDepthPacking = 3202;
- /**
- * A depth value is packed into 16 bit RG.
- *
- * @type {number}
- * @constant
- */
- export const RGDepthPacking = 3203;
- /**
- * Normal information is relative to the underlying surface.
- *
- * @type {number}
- * @constant
- */
- export const TangentSpaceNormalMap = 0;
- /**
- * Normal information is relative to the object orientation.
- *
- * @type {number}
- * @constant
- */
- export const ObjectSpaceNormalMap = 1;
- // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
- /**
- * No color space.
- *
- * @type {string}
- * @constant
- */
- export const NoColorSpace = '';
- /**
- * sRGB color space.
- *
- * @type {string}
- * @constant
- */
- export const SRGBColorSpace = 'srgb';
- /**
- * sRGB-linear color space.
- *
- * @type {string}
- * @constant
- */
- export const LinearSRGBColorSpace = 'srgb-linear';
- /**
- * Linear transfer function.
- *
- * @type {string}
- * @constant
- */
- export const LinearTransfer = 'linear';
- /**
- * sRGB transfer function.
- *
- * @type {string}
- * @constant
- */
- export const SRGBTransfer = 'srgb';
- /**
- * Sets the stencil buffer value to `0`.
- *
- * @type {number}
- * @constant
- */
- export const ZeroStencilOp = 0;
- /**
- * Keeps the current value.
- *
- * @type {number}
- * @constant
- */
- export const KeepStencilOp = 7680;
- /**
- * Sets the stencil buffer value to the specified reference value.
- *
- * @type {number}
- * @constant
- */
- export const ReplaceStencilOp = 7681;
- /**
- * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
- *
- * @type {number}
- * @constant
- */
- export const IncrementStencilOp = 7682;
- /**
- * Decrements the current stencil buffer value. Clamps to `0`.
- *
- * @type {number}
- * @constant
- */
- export const DecrementStencilOp = 7683;
- /**
- * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
- * the maximum representable unsigned value.
- *
- * @type {number}
- * @constant
- */
- export const IncrementWrapStencilOp = 34055;
- /**
- * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
- * unsigned value when decrementing a stencil buffer value of `0`.
- *
- * @type {number}
- * @constant
- */
- export const DecrementWrapStencilOp = 34056;
- /**
- * Inverts the current stencil buffer value bitwise.
- *
- * @type {number}
- * @constant
- */
- export const InvertStencilOp = 5386;
- /**
- * Will never return true.
- *
- * @type {number}
- * @constant
- */
- export const NeverStencilFunc = 512;
- /**
- * Will return true if the stencil reference value is less than the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const LessStencilFunc = 513;
- /**
- * Will return true if the stencil reference value is equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const EqualStencilFunc = 514;
- /**
- * Will return true if the stencil reference value is less than or equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const LessEqualStencilFunc = 515;
- /**
- * Will return true if the stencil reference value is greater than the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterStencilFunc = 516;
- /**
- * Will return true if the stencil reference value is not equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const NotEqualStencilFunc = 517;
- /**
- * Will return true if the stencil reference value is greater than or equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterEqualStencilFunc = 518;
- /**
- * Will always return true.
- *
- * @type {number}
- * @constant
- */
- export const AlwaysStencilFunc = 519;
- /**
- * Never pass.
- *
- * @type {number}
- * @constant
- */
- export const NeverCompare = 512;
- /**
- * Pass if the incoming value is less than the texture value.
- *
- * @type {number}
- * @constant
- */
- export const LessCompare = 513;
- /**
- * Pass if the incoming value equals the texture value.
- *
- * @type {number}
- * @constant
- */
- export const EqualCompare = 514;
- /**
- * Pass if the incoming value is less than or equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- export const LessEqualCompare = 515;
- /**
- * Pass if the incoming value is greater than the texture value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterCompare = 516;
- /**
- * Pass if the incoming value is not equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- export const NotEqualCompare = 517;
- /**
- * Pass if the incoming value is greater than or equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- export const GreaterEqualCompare = 518;
- /**
- * Always pass.
- *
- * @type {number}
- * @constant
- */
- export const AlwaysCompare = 519;
- /**
- * The contents are intended to be specified once by the application, and used many
- * times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const StaticDrawUsage = 35044;
- /**
- * The contents are intended to be respecified repeatedly by the application, and
- * used many times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const DynamicDrawUsage = 35048;
- /**
- * The contents are intended to be specified once by the application, and used at most
- * a few times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const StreamDrawUsage = 35040;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and queried
- * many times by the application.
- *
- * @type {number}
- * @constant
- */
- export const StaticReadUsage = 35045;
- /**
- * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
- * many times by the application.
- *
- * @type {number}
- * @constant
- */
- export const DynamicReadUsage = 35049;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and queried at most
- * a few times by the application
- *
- * @type {number}
- * @constant
- */
- export const StreamReadUsage = 35041;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and used many times as
- * the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const StaticCopyUsage = 35046;
- /**
- * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
- * as the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const DynamicCopyUsage = 35050;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
- * as the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- export const StreamCopyUsage = 35042;
- /**
- * GLSL 1 shader code.
- *
- * @type {string}
- * @constant
- */
- export const GLSL1 = '100';
- /**
- * GLSL 3 shader code.
- *
- * @type {string}
- * @constant
- */
- export const GLSL3 = '300 es';
- /**
- * WebGL coordinate system.
- *
- * @type {number}
- * @constant
- */
- export const WebGLCoordinateSystem = 2000;
- /**
- * WebGPU coordinate system.
- *
- * @type {number}
- * @constant
- */
- export const WebGPUCoordinateSystem = 2001;
- /**
- * Represents the different timestamp query types.
- *
- * @type {ConstantsTimestampQuery}
- * @constant
- */
- export const TimestampQuery = {
- COMPUTE: 'compute',
- RENDER: 'render'
- };
- /**
- * Represents mouse buttons and interaction types in context of controls.
- *
- * @type {ConstantsInterpolationSamplingType}
- * @constant
- */
- export const InterpolationSamplingType = {
- PERSPECTIVE: 'perspective',
- LINEAR: 'linear',
- FLAT: 'flat'
- };
- /**
- * Represents the different interpolation sampling modes.
- *
- * @type {ConstantsInterpolationSamplingMode}
- * @constant
- */
- export const InterpolationSamplingMode = {
- NORMAL: 'normal',
- CENTROID: 'centroid',
- SAMPLE: 'sample',
- FLAT_FIRST: 'flat first',
- FLAT_EITHER: 'flat either'
- };
- /**
- * This type represents mouse buttons and interaction types in context of controls.
- *
- * @typedef {Object} ConstantsMouse
- * @property {number} MIDDLE - The left mouse button.
- * @property {number} LEFT - The middle mouse button.
- * @property {number} RIGHT - The right mouse button.
- * @property {number} ROTATE - A rotate interaction.
- * @property {number} DOLLY - A dolly interaction.
- * @property {number} PAN - A pan interaction.
- **/
- /**
- * This type represents touch interaction types in context of controls.
- *
- * @typedef {Object} ConstantsTouch
- * @property {number} ROTATE - A rotate interaction.
- * @property {number} PAN - A pan interaction.
- * @property {number} DOLLY_PAN - The dolly-pan interaction.
- * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
- **/
- /**
- * This type represents the different timestamp query types.
- *
- * @typedef {Object} ConstantsTimestampQuery
- * @property {string} COMPUTE - A `compute` timestamp query.
- * @property {string} RENDER - A `render` timestamp query.
- **/
- /**
- * Represents the different interpolation sampling types.
- *
- * @typedef {Object} ConstantsInterpolationSamplingType
- * @property {string} PERSPECTIVE - Perspective-correct interpolation.
- * @property {string} LINEAR - Linear interpolation.
- * @property {string} FLAT - Flat interpolation.
- */
- /**
- * Represents the different interpolation sampling modes.
- *
- * @typedef {Object} ConstantsInterpolationSamplingMode
- * @property {string} NORMAL - Normal sampling mode.
- * @property {string} CENTROID - Centroid sampling mode.
- * @property {string} SAMPLE - Sample-specific sampling mode.
- * @property {string} FLAT_FIRST - Flat interpolation using the first vertex.
- * @property {string} FLAT_EITHER - Flat interpolation using either vertex.
- */
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