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TSL: CameraNode - Move to TSL approach #972

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May 22, 2024
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13 changes: 1 addition & 12 deletions types/three/examples/jsm/nodes/Nodes.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -199,18 +199,7 @@ export { parallaxDirection, parallaxUV, TBNViewMatrix, transformedBentNormalView
export { batch, default as BatchNode } from "./accessors/BatchNode.js";
export * from "./accessors/BitangentNode.js";
export { buffer, default as BufferNode } from "./accessors/BufferNode.js";
export {
cameraFar,
cameraLogDepth,
cameraNear,
cameraNormalMatrix,
cameraPosition,
cameraProjectionMatrix,
cameraProjectionMatrixInverse,
cameraViewMatrix,
cameraWorldMatrix,
default as CameraNode,
} from "./accessors/CameraNode.js";
export * from "./accessors/CameraNode.js";
export { cubeTexture, default as CubeTextureNode } from "./accessors/CubeTextureNode.js";
export { default as InstanceNode, instance } from "./accessors/InstanceNode.js";
export {
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31 changes: 11 additions & 20 deletions types/three/examples/jsm/nodes/accessors/CameraNode.d.ts
Original file line number Diff line number Diff line change
@@ -1,22 +1,13 @@
import { Matrix3, Matrix4, Vector3 } from "three";
import UniformNode from "../core/UniformNode.js";
import { ShaderNodeObject } from "../shadernode/ShaderNode.js";
import Object3DNode from "./Object3DNode.js";

export default class CameraNode extends Object3DNode {
constructor(scope?: string);

static PROJECTION_MATRIX: "projectionMatrix";
static PROJECTION_MATRIX_INVERSE: "projectionMatrixInverse";
static NEAR: "near";
static FAR: "far";
static LOG_DEPTH: "logDepth";
}

export const cameraProjectionMatrix: ShaderNodeObject<CameraNode>;
export const cameraProjectionMatrixInverse: ShaderNodeObject<CameraNode>;
export const cameraNear: ShaderNodeObject<CameraNode>;
export const cameraFar: ShaderNodeObject<CameraNode>;
export const cameraLogDepth: ShaderNodeObject<CameraNode>;
export const cameraViewMatrix: ShaderNodeObject<CameraNode>;
export const cameraNormalMatrix: ShaderNodeObject<CameraNode>;
export const cameraWorldMatrix: ShaderNodeObject<CameraNode>;
export const cameraPosition: ShaderNodeObject<CameraNode>;
export const cameraNear: ShaderNodeObject<UniformNode<number>>;
export const cameraFar: ShaderNodeObject<UniformNode<number>>;
export const cameraLogDepth: ShaderNodeObject<UniformNode<number>>;
export const cameraProjectionMatrix: ShaderNodeObject<UniformNode<Matrix4>>;
export const cameraProjectionMatrixInverse: ShaderNodeObject<UniformNode<Matrix4>>;
export const cameraViewMatrix: ShaderNodeObject<UniformNode<Matrix4>>;
export const cameraWorldMatrix: ShaderNodeObject<UniformNode<Matrix4>>;
export const cameraNormalMatrix: ShaderNodeObject<UniformNode<Matrix3>>;
export const cameraPosition: ShaderNodeObject<UniformNode<Vector3>>;
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