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commit 181e04e Author: Mr.doob <[email protected]> Date: Fri Sep 29 00:10:20 2023 +0900 r157 commit cabaf21 Author: Mr.doob <[email protected]> Date: Fri Sep 29 00:08:47 2023 +0900 Updated builds. commit 1c85c95 Author: Mr.doob <[email protected]> Date: Thu Sep 28 23:41:31 2023 +0900 Improved USDZLoader example. commit d6c8dd0 Author: Mr.doob <[email protected]> Date: Thu Sep 28 22:53:05 2023 +0900 Improved compute texture examples. commit f886330 Author: GitHubDragonFly <[email protected]> Date: Thu Sep 28 03:23:34 2023 -0400 USDZ Loader - texture scale + offset + rotation (mrdoob#26861) commit cb64471 Author: Levi Pesin <[email protected]> Date: Thu Sep 28 04:55:58 2023 +0930 Nodes: Fix `addLightNode` in case of anonymizing classes (mrdoob#26858) * Fix `addLightNode` in case of anonymizing classes * Address comment * Update AmbientLightNode.js * Update DirectionalLightNode.js * Update HemisphereLightNode.js * Update IESSpotLightNode.js * Update PointLightNode.js * Update SpotLightNode.js * Fix commit 688b749 Author: sunag <[email protected]> Date: Wed Sep 27 13:42:29 2023 -0300 WebGLNodeBuilder: Fix Multi-Material (mrdoob#26841) commit bf7a89e Author: mrdoob <[email protected]> Date: Wed Sep 27 20:33:38 2023 +0900 Fixed DeepScan issue. commit 285c9b6 Author: YX <[email protected]> Date: Wed Sep 27 16:32:50 2023 +0800 Update SpriteMaterial.html (mrdoob#26855) Fixed incorrect Chinese translation. commit 5c00457 Author: 郭斌勇 <[email protected]> Date: Wed Sep 27 16:26:37 2023 +0800 CurvePath: Use correct line type in `closePath()`. (mrdoob#26850) * fix mrdoob#26849 * Update CurvePath.js --------- Co-authored-by: Michael Herzog <[email protected]> commit 083be57 Author: Shuhei Aoyama <[email protected]> Date: Wed Sep 27 15:53:03 2023 +0900 GLTFLoader: Fix to handle reject on afterRoot (mrdoob#26852) commit 2d1695e Author: Levi Pesin <[email protected]> Date: Wed Sep 27 04:57:29 2023 +0930 Nodes: Fix `addNodeClass` and `addNodeMaterial` in case of renaming classes (mrdoob#26846) commit 6a5d6de Author: sunag <[email protected]> Date: Tue Sep 26 16:13:03 2023 -0300 StorageTexture: Adds support for other formats. (mrdoob#26842) * TimeNode: Define `frameId` as integer * Renderer: Set `info` as public * StorageTexture: Adds support for other formats. * Update example to `temporal blur` * fix device in getFormat() commit 9fe5ed2 Author: sunag <[email protected]> Date: Tue Sep 26 16:10:10 2023 -0300 TSL: Fix include one function under another. (mrdoob#26844) * TSL: Fix include one function under another. * Add include example commit ca5c7cb Author: sunag <[email protected]> Date: Tue Sep 26 16:09:42 2023 -0300 Examples: Rename some WebGPU Compute examples (mrdoob#26845) * webgpu_compute -> webgpu_compute_points * webgpu_audio_processing -> webgpu_compute_audio commit 379038f Author: sunag <[email protected]> Date: Tue Sep 26 01:27:04 2023 -0300 WebGPURenderer: Fix .flipY example commit 2ccc5bc Author: sunag <[email protected]> Date: Mon Sep 25 23:54:10 2023 -0300 Nodes: Rename `construct()` to `setup()` (mrdoob#26840) * Nodes: Rename `construct()` to `setup()` * deprecated alert commit e2f5911 Author: sunag <[email protected]> Date: Mon Sep 25 23:45:33 2023 -0300 WebGPURenderer: GPU FlipY (mrdoob#26818) * GPU FlipY * use tempTexture.destroy() * fix name * Rename to `WebGPUTexturePassUtils` and `_getPassUtils()` commit 0f65abb Author: sunag <[email protected]> Date: Mon Sep 25 22:51:02 2023 -0300 TextureNode: Rename `.getTextureMatrix()` -> `.getTransformedUV()` (mrdoob#26839) commit 8d241a6 Author: Marco Fugaro <[email protected]> Date: Tue Sep 26 02:51:33 2023 +0200 Examples: Remove import maps polyfill (mrdoob#26836) commit 1a67ba7 Author: sunag <[email protected]> Date: Mon Sep 25 18:25:00 2023 -0300 RenderNodes: Fix `context.material` reference. (mrdoob#26838) commit 15e4656 Author: Sachin S <[email protected]> Date: Mon Sep 25 04:39:03 2023 -0400 DragControls: Add `recursive` property. (mrdoob#26747) * add recursive property to DragControls * Update DragControls.js Clean up. --------- Co-authored-by: Michael Herzog <[email protected]> commit 43d68fc Author: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Date: Mon Sep 25 10:38:50 2023 +0200 Update github/codeql-action digest to 6a28655 (mrdoob#26833) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> commit 10e8823 Author: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Date: Mon Sep 25 10:38:42 2023 +0200 Update actions/checkout digest to 8ade135 (mrdoob#26832) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> commit e857553 Author: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Date: Mon Sep 25 00:14:05 2023 +0000 Update devDependencies (non-major) (mrdoob#26834) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> commit 53c642e Author: Michael Herzog <[email protected]> Date: Sun Sep 24 11:28:27 2023 +0200 Docs: Clean up. (mrdoob#26831) commit 53ee377 Author: Guilherme Avila <[email protected]> Date: Sun Sep 24 06:22:08 2023 -0300 EXRExporter: implements support for DataTexture export (mrdoob#26810) * EXRExporter: DataTexture support Signed-off-by: Guilherme Avila <[email protected]> * EXRExporter: update API & docs Signed-off-by: Guilherme Avila <[email protected]> * Examples: add misc_exporter_exr Signed-off-by: Guilherme Avila <[email protected]> * fix MIME-type Signed-off-by: Guilherme Avila <[email protected]> * update DataTexture usage example Signed-off-by: Guilherme Avila <[email protected]> * update screenshot Signed-off-by: Guilherme Avila <[email protected]> --------- Signed-off-by: Guilherme Avila <[email protected]> commit c3a746a Author: Isaac Mason <[email protected]> Date: Sun Sep 24 18:30:05 2023 +1000 docs: add recast-navigation-js to libraries and plugins page (mrdoob#26828) commit 89e698f Author: Mugen87 <[email protected]> Date: Sat Sep 23 19:39:04 2023 +0200 Updated builds. commit 27f0400 Author: 林炳权 <[email protected]> Date: Sun Sep 24 01:32:21 2023 +0800 RenderTarget: Clean up. (mrdoob#26775) * RenderTarget: Clean up. * use `Object.assign()` * remove duplicate code commit 72d0d3c Author: Joe Pea <[email protected]> Date: Sat Sep 23 10:29:01 2023 -0700 Update Libraries-and-Plugins.html (mrdoob#26819) * Update Libraries-and-Plugins.html Add Lume, add a few descriptions, and separate open source wrappers/frameworks from closed source wrappers/frameworks. * Update Libraries-and-Plugins.html * Update Libraries-and-Plugins.html commit 9d2d7eb Author: sunag <[email protected]> Date: Sat Sep 23 01:16:29 2023 -0300 TSL: Introduce ShaderCallNode & `tslFn` improvements (mrdoob#26824) * Add ShaderCallNode * cleanup * Use tslFn as default commit 45505ed Author: sunag <[email protected]> Date: Fri Sep 22 16:58:55 2023 -0300 TSL: SetNode (mrdoob#26785) * Add SetNode * Use viewProj.setZ() * cleanup commit aa7bec9 Author: aardgoose <[email protected]> Date: Fri Sep 22 20:47:46 2023 +0100 Nodes: consume labels() when used, to prevent duplicate uniform names. (mrdoob#26822) Co-authored-by: aardgoose <[email protected]> commit 5bab962 Author: aardgoose <[email protected]> Date: Fri Sep 22 17:38:55 2023 +0100 WebGPURenderer: Support textureCompare() operations in WebGL backend (mrdoob#26823) Co-authored-by: aardgoose <[email protected]> commit ac901f1 Author: Mugen87 <[email protected]> Date: Fri Sep 22 12:31:27 2023 +0200 Updated builds. commit 2ac424c Author: aardgoose <[email protected]> Date: Fri Sep 22 05:40:45 2023 +0100 WebGPURenderer: Support multiple render targets (mrdoob#26808) * less var access (mrdoob#26817) actually use the framebuffer we have cached update examples update screenshots MRT allow example to run fix WGSL code address comments update screenshot * remove unused var * cleanup --------- Co-authored-by: ycw <[email protected]> Co-authored-by: aardgoose <[email protected]> Co-authored-by: sunag <[email protected]> commit 309e5f6 Author: ycw <[email protected]> Date: Thu Sep 21 20:35:27 2023 +0800 less var access (mrdoob#26817) commit c1bf227 Author: ycw <[email protected]> Date: Thu Sep 21 16:14:29 2023 +0800 AnimationUtils: Remove `arraySlice()`. (mrdoob#26756) * use default * exclusive * rm arraySlice * rm test, rm docs commit ef417f0 Author: aardgoose <[email protected]> Date: Wed Sep 20 17:33:28 2023 +0100 WebGPURenderer: Basic render to texture support for WebGL backend (mrdoob#26801) * Support texture backed render targets * actually use the framebuffer we have cached * update examples * update screenshots --------- Co-authored-by: aardgoose <[email protected]> commit bc69abb Author: Mugen87 <[email protected]> Date: Wed Sep 20 15:56:06 2023 +0200 Updated builds. commit 7bf83b8 Author: Michael Herzog <[email protected]> Date: Wed Sep 20 15:55:19 2023 +0200 Shaders: Remove struct GeometricContext to improve Adreno GPU support. (mrdoob#26805) commit 32cf0d1 Author: ycw <[email protected]> Date: Wed Sep 20 17:22:22 2023 +0800 cleanup (mrdoob#26803) commit 85f9f28 Author: sunag <[email protected]> Date: Tue Sep 19 18:25:56 2023 -0300 WebGPURenderer: CCW FrontFace as default (mrdoob#26807) commit cf340b9 Author: sunag <[email protected]> Date: Tue Sep 19 18:25:25 2023 -0300 TSL: Fix `.negate()` (mrdoob#26804) * Fix dFdy().negate() * Fix .negate() commit 1e673db Author: sunag <[email protected]> Date: Mon Sep 18 16:39:52 2023 -0300 Updated screenshot of the `webgpu_lights_ies_spotlight` (mrdoob#26800) commit 75b9699 Author: Tim Weißenfels <[email protected]> Date: Mon Sep 18 20:01:06 2023 +0200 Update documentation of Object3D#userData (mrdoob#26799) * Update userData description in Object3D.html Updated the documentation to make clear what the default value is (otherwise one could assume it might be null or undefined). * Update Texture.html * Update Material.html * Update BufferGeometry.html commit 0b0a7d7 Author: StrandedKitty <[email protected]> Date: Mon Sep 18 19:45:10 2023 +0200 Use cameraPosition uniform instead of world origin (mrdoob#26766) commit 217e20e Author: Mugen87 <[email protected]> Date: Mon Sep 18 19:43:42 2023 +0200 Updated builds. commit 1454e7a Author: ycw <[email protected]> Date: Tue Sep 19 01:42:56 2023 +0800 ObjectLoader: Refector (de)serialization of Fog and FogExp2 (mrdoob#26793) * marshal fog/fogexp2 .name * use object literal commit 1a7b805 Author: ycw <[email protected]> Date: Tue Sep 19 01:41:38 2023 +0800 re order (mrdoob#26780) commit f4488d8 Author: Michael Herzog <[email protected]> Date: Mon Sep 18 19:41:00 2023 +0200 LightProbeGenerator: Add support for half float render targets. (mrdoob#26773) commit e74c655 Author: aardgoose <[email protected]> Date: Mon Sep 18 18:21:40 2023 +0100 WebGPURenderer: Texture fixes for WebGL backend (mrdoob#26797) * misc texture fixes handle VideoTexture. handle depth textures in GLSL shaders (depth in x component in returned vec4()) map WGSL textureDimensions to GLSL textureSize() Examples fixed lights / ies /spotlights video / panorama material / video (partial) * remove surplus entry --------- Co-authored-by: aardgoose <[email protected]> commit 18febaf Author: sunag <[email protected]> Date: Mon Sep 18 07:13:40 2023 -0300 WebGPURenderer, CubeCamera: Add `.activeMipmapLevel` (mrdoob#26770) * CubeCamera: Add .activeMipmapLevel * Use CubeCamera * WebGPURenderer: Add .activeMipmapLevel for set .setRenderTarget() commit 16eaae5 Author: ycw <[email protected]> Date: Mon Sep 18 16:27:01 2023 +0800 cleanup (mrdoob#26791) commit 633d804 Author: Michael Herzog <[email protected]> Date: Mon Sep 18 10:22:45 2023 +0200 Editor: Fix `CapsuleGeometry` parameter. (mrdoob#26794) commit fffeb0c Author: ycw <[email protected]> Date: Mon Sep 18 15:32:50 2023 +0800 fmt code block (mrdoob#26792) commit b6150e4 Author: WestLangley <[email protected]> Date: Mon Sep 18 01:56:38 2023 -0400 Simplify equation (mrdoob#26787) commit 93c3589 Author: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Date: Sun Sep 17 22:02:02 2023 +0000 Update devDependencies (non-major) (mrdoob#26783) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> commit 4ed78c7 Author: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Date: Sun Sep 17 20:10:40 2023 +0200 Update github/codeql-action digest to 04daf01 (mrdoob#26782) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> commit 2c8cfdf Author: sunag <[email protected]> Date: Sun Sep 17 00:10:52 2023 -0300 WebGPURenderer: StorageTexture (mrdoob#26769) * Add StorageTexture * add `webgpu_compute_texture_pingpong` example commit 80ba01c Author: aardgoose <[email protected]> Date: Sun Sep 17 03:19:42 2023 +0100 negate dpdy only (mrdoob#26776) Co-authored-by: aardgoose <[email protected]> commit 99d705f Author: 林炳权 <[email protected]> Date: Sun Sep 17 00:52:53 2023 +0800 Sprite: Clean up. (mrdoob#26774) commit c6cfa6a Author: Michael Herzog <[email protected]> Date: Sat Sep 16 10:46:13 2023 +0200 CubeCamera: Add comment to clarify mipmap generation. (mrdoob#26772) commit 51462bf Author: Mugen87 <[email protected]> Date: Sat Sep 16 09:59:49 2023 +0200 Updated builds. commit b17a561 Author: Michael Herzog <[email protected]> Date: Sat Sep 16 09:58:24 2023 +0200 WebGLTextures: Increase default precision for depth buffers with WebGL 2. (mrdoob#26764) * WebGLTextures: Increase default precision for depth buffers with WebGL 2. * Examples: Update screenshots. * Examples: Update screenshots. * Add webgl2_multisampled_renderbuffers to exception list. commit 8193d58 Author: Mugen87 <[email protected]> Date: Sat Sep 16 09:54:34 2023 +0200 Updated builds. commit 5238fae Author: Michael Herzog <[email protected]> Date: Sat Sep 16 09:53:35 2023 +0200 WebGLRenderer: Introduce USE_LIGHT_PROBES define. (mrdoob#26768) * WebGLRenderer: Introduce USE_LIGHT_PROBES define. * Examples: Make use of USE_LIGHT_PROBES. * Add light probe define to vertex shader --------- Co-authored-by: WestLangley <[email protected]> commit fbc28ae Author: 林炳权 <[email protected]> Date: Fri Sep 15 16:22:16 2023 +0800 src: Clean up. (mrdoob#26763) commit 18ae441 Author: Casey Primozic <[email protected]> Date: Fri Sep 15 00:55:35 2023 -0700 Docs: Add some missing options to `MeshPhysicalMaterial` demo. (mrdoob#26753) * Add some missing options to `MeshPhysicalMaterial` demo * Add GUI options for some missing properties including sheen, ior, iridescence, and others to the material browser embedded on the docs pages for materials * Use real default `sheenColor in material browser * Re-disable dirlights in `MeshPhysicalMaterial` material browser * Update docs to correct the default `sheenColor` * Docs stated it was 0xfffff, but it's actually 0x000000 * Fixes mrdoob#26757 * Add back deleted comment commit 30164c9 Author: ycw <[email protected]> Date: Fri Sep 15 09:58:20 2023 +0800 Camera: Simplify `getWorldDirection()`. (mrdoob#26743) * refactor getWorldDirection * revert object3d
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.github/workflows/ci.yml

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uses: actions/checkout@3df4ab11eba7bda6032a0b82a6bb43b11571feac # v4
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uses: actions/checkout@8ade135a41bc03ea155e62e844d188df1ea18608 # v4
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- name: Install Node
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.github/workflows/codeql-code-scanning.yml

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uses: github/codeql-action/init@00e563ead9f72a8461b24876bee2d0c2e8bd2ee8 # v2
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.github/workflows/read-size.yml

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.github/workflows/report-size.yml

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build/three.cjs

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docs/api/ar/animation/AnimationUtils.html

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docs/api/ar/materials/MeshPhysicalMaterial.html

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docs/api/en/animation/AnimationUtils.html

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<h3>[property:String uuid]</h3>

docs/api/en/core/Object3D.html

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<p>
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An object that can be used to store custom data about the Object3D. It
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should not hold references to functions as these will not be cloned.
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Default is an empty object `{}`.
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</p>
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<h3>[property:String uuid]</h3>

docs/api/en/materials/Material.html

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<p>
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An object that can be used to store custom data about the Material. It
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should not hold references to functions as these will not be cloned.
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Default is an empty object `{}`.
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</p>
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<h2>Methods</h2>

docs/api/en/materials/MeshPhysicalMaterial.html

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</p>
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<h3>[property:Color sheenColor]</h3>
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<p>The sheen tint. Default is `0xffffff`, white.</p>
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<p>The sheen tint. Default is `0x000000`, black.</p>
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<h3>[property:Texture sheenColorMap]</h3>
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<p>

docs/api/en/scenes/Fog.html

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<h2>Code Example</h2>
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<code>const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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</code>
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<h2>Constructor</h2>

docs/api/en/scenes/FogExp2.html

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<h2>Code Example</h2>
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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</code>
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<h2>Constructor</h2>

docs/api/en/textures/Texture.html

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<p>
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An object that can be used to store custom data about the texture. It
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should not hold references to functions as these will not be cloned.
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Default is an empty object `{}`.
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</p>
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<h3>[property:Source source]</h3>

docs/api/fr/animation/AnimationUtils.html

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<h2>Méthodes</h2>
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<h3>[method:Array arraySlice]( array, from, to )</h3>
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<p>
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Cette méthode est la même que Array.prototype.slice, mais fonctionne également sur les tableaux typés.
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</p>
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<h3>[method:Array convertArray]( array, type, forceClone )</h3>
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<p>
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Convertis un tableau en un type spécifique.

docs/api/fr/materials/MeshPhysicalMaterial.html

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<h3>[property:Color sheenColor]</h3>
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<p>
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La teinte brillante. La valeur par défaut est `0xffffff`, white.
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La teinte brillante. La valeur par défaut est `0x000000`, noire.
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</p>
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<h3>[property:Texture sheenColorMap]</h3>

docs/api/it/animation/AnimationUtils.html

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<h2>Metodi</h2>
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<h3>[method:Array arraySlice]( array, from, to )</h3>
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<p>
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È lo stesso di Array.prototype.slice, ma funziona anche su array tipizzati.
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</p>
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<h3>[method:Array convertArray]( array, type, forceClone )</h3>
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<p>
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Converte un array in un tipo specifico.

docs/api/it/materials/MeshPhysicalMaterial.html

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<h3>[property:Color sheenColor]</h3>
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<p>
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La tinta brillante. Il valore predefinito è `0xffffff`, bianco.
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La tinta brillante. Il valore predefinito è `0x000000`, nera.
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<h3>[property:Texture sheenColorMap]</h3>

docs/api/it/scenes/Fog.html

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<h2>Codice di Esempio</h2>
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<code>const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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</code>
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<h2>Costruttore</h2>

docs/api/it/scenes/FogExp2.html

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<h2>Codice di Esempio</h2>
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<code>const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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</code>
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<h2>Costruttore</h2>

docs/api/ko/animation/AnimationUtils.html

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<h2>메서드</h2>
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<h3>[method:Array arraySlice]( array, from, to )</h3>
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<p>
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Array.prototype.slice와 동일하지만, 타입 배열에서도 작동합니다.
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</p>
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<h3>[method:Array convertArray]( array, type, forceClone )</h3>
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<p>
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배열을 특정 타입으로 변환합니다.

docs/api/pt-br/animation/AnimationUtils.html

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<h2>Métodos</h2>
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<h3>[method:Array arraySlice]( array, from, to )</h3>
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<p>
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É o mesmo que Array.prototype.slice, mas também funciona em arrays tipados.
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</p>
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<h3>[method:Array convertArray]( array, type, forceClone )</h3>
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<p>
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Converte um array em um tipo específico.

docs/api/zh/animation/AnimationUtils.html

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<h2>方法</h2>
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<h3>[method:Array arraySlice]( array, from, to )</h3>
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<p>
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和Array.prototype.slice作用一样, 但也适用于类型化数组.
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</p>
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<h3>[method:Array convertArray]( array, type, forceClone )</h3>
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<p>
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将数组转换为某种特定类型。

docs/api/zh/materials/MeshPhysicalMaterial.html

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<h3>[property:Color sheenColor]</h3>
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<p>
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光泽颜色,默认为*0xffffff*白色
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光泽颜色,默认为*0x000000*黑色
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</p>
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<h3>[property:Texture sheenColorMap]</h3>

docs/api/zh/materials/SpriteMaterial.html

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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
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材质的任何属性都可以从此处传入(包括从[page:Material] 和 [page:ShaderMaterial]继承的任何属性)。<br /><br />
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材质的任何属性都可以从此处传入(包括从[page:Material]继承的任何属性)。<br /><br />
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属性[page:Hexadecimal color]例外,其可以作为十六进制字符串传递,默认情况下为 *0xffffff*(白色),
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内部调用[page:Color.set](color)。

docs/api/zh/scenes/Fog.html

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<h2>代码示例</h2>
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<code>const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
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</code>
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<h2>构造器</h2>

docs/api/zh/scenes/FogExp2.html

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<h2>代码示例</h2>
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<code>const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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<code>
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
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</code>
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<h2>构造器</h2>

docs/examples/en/controls/DragControls.html

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Whether or not the controls are enabled.
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</p>
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<h3>[property:Boolean recursive]</h3>
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<p>
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Whether children of draggable objects can be dragged independently from their parent. Default is `true`.
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</p>
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<h3>[property:Boolean transformGroup]</h3>
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<p>
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This option only works if the [page:DragControls.objects] array contains a single draggable group object.

docs/examples/en/exporters/EXRExporter.html

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Generates a .exr output from the input render target.
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</p>
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<h3>[method:null parse]( [param:DataTexture dataTexture], [param:Object options] )</h3>
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<p>
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[page:Function dataTexture] — DataTexture containing data used for exporting EXR image.<br />
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[page:Options options] — Export options (details above).<br />
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</p>
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<p>
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Generates a .exr output from the input data texture.
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</p>
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<h2>Source</h2>
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<p>

docs/manual/ar/introduction/Installation.html

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</p>
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<code>
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&lt;script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js">&lt;/script>
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&lt;script type="importmap">
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{
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"imports": {
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</p>
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<code>
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&lt;script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js">&lt;/script>
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&lt;script type="importmap">
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{
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"imports": {

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