Buckets:
| import { Camera, Vector3, DirectionalLight, Material, Vector2, Object3D } from 'three' | |
| export enum CMSMode { | |
| practical = 'practical', | |
| uniform = 'uniform', | |
| logarithmic = 'logarithmic', | |
| custom = 'custom', | |
| } | |
| export interface CMSParameters { | |
| camera?: Camera | |
| parent?: Object3D | |
| cascades?: number | |
| maxFar?: number | |
| mode?: CMSMode | |
| shadowMapSize?: number | |
| shadowBias?: number | |
| lightDirection?: Vector3 | |
| lightIntensity?: number | |
| lightNear?: number | |
| lightFar?: number | |
| lightMargin?: number | |
| customSplitsCallback?: (cascades: number, cameraNear: number, cameraFar: number, breaks: number[]) => void | |
| } | |
| export class CSM { | |
| constructor(data?: CMSParameters) | |
| camera: Camera | |
| parent: Object3D | |
| cascades: number | |
| maxFar: number | |
| mode: CMSMode | |
| shadowMapSize: number | |
| shadowBias: number | |
| lightDirection: Vector3 | |
| lightIntensity: number | |
| lightNear: number | |
| lightFar: number | |
| lightMargin: number | |
| customSplitsCallback: (cascades: number, cameraNear: number, cameraFar: number, breaks: number[]) => void | |
| fade: boolean | |
| mainFrustum: CSMFrustrum | |
| frustums: CSMFrustrum[] | |
| breaks: number[] | |
| lights: DirectionalLight[] | |
| shaders: Map<unknown, string> | |
| createLights(): void | |
| initCascades(): void | |
| updateShadowBounds(): void | |
| getBreaks(): void | |
| update(): void | |
| injectInclude(): void | |
| setupMaterial(material: Material): void | |
| updateUniforms(): void | |
| getExtendedBreaks(target: Vector2[]): void | |
| updateFrustums(): void | |
| remove(): void | |
| dispose(): void | |
| } | |
| import CSMFrustrum from './CSMFrustum.js' | |
Xet Storage Details
- Size:
- 1.53 kB
- Xet hash:
- 5b897fb87f3492bc98614e47a09a2561721270955749a4419781eb63858ba87b
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.