k-l-lambda's picture
feat: add Python ML services (CPU mode) with model download
2b7aae2
import { Vector2 } from './../math/Vector2';
import { Matrix3 } from './../math/Matrix3';
import { Source } from './Source';
import { EventDispatcher } from './../core/EventDispatcher';
import { Mapping, Wrapping, TextureFilter, PixelFormat, PixelFormatGPU, TextureDataType, TextureEncoding } from '../constants';
export class Texture extends EventDispatcher {
/**
* @param [image]
* @param [mapping=THREE.Texture.DEFAULT_MAPPING]
* @param [wrapS=THREE.ClampToEdgeWrapping]
* @param [wrapT=THREE.ClampToEdgeWrapping]
* @param [magFilter=THREE.LinearFilter]
* @param [minFilter=THREE.LinearMipmapLinearFilter]
* @param [format=THREE.RGBAFormat]
* @param [type=THREE.UnsignedByteType]
* @param [anisotropy=1]
* @param [encoding=THREE.LinearEncoding]
*/
constructor(
image?: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement,
mapping?: Mapping,
wrapS?: Wrapping,
wrapT?: Wrapping,
magFilter?: TextureFilter,
minFilter?: TextureFilter,
format?: PixelFormat,
type?: TextureDataType,
anisotropy?: number,
encoding?: TextureEncoding
);
id: number;
uuid: string;
/**
* @default ''
*/
name: string;
sourceFile: string;
/**
* The data definition of a texture. A reference to the data source can be shared across textures.
* This is often useful in context of spritesheets where multiple textures render the same data but with different texture transformations.
*/
source: Source;
/**
* An image object, typically created using the {@link TextureLoader.load} method.
* This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.
*
* To use video as a texture you need to have a playing HTML5
* video element as a source for your texture image and continuously update this texture
* as long as video is playing - the {@link VideoTexture} class handles this automatically.
*/
get image(): any;
/**
* An image object, typically created using the {@link TextureLoader.load} method.
* This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.
*
* To use video as a texture you need to have a playing HTML5
* video element as a source for your texture image and continuously update this texture
* as long as video is playing - the {@link VideoTexture} class handles this automatically.
*/
set image(data: any);
/**
* @default []
*/
mipmaps: any[]; // ImageData[] for 2D textures and CubeTexture[] for cube textures;
/**
* @default THREE.Texture.DEFAULT_MAPPING
*/
mapping: Mapping;
/**
* @default THREE.ClampToEdgeWrapping
*/
wrapS: Wrapping;
/**
* @default THREE.ClampToEdgeWrapping
*/
wrapT: Wrapping;
/**
* @default THREE.LinearFilter
*/
magFilter: TextureFilter;
/**
* @default THREE.LinearMipmapLinearFilter
*/
minFilter: TextureFilter;
/**
* @default 1
*/
anisotropy: number;
/**
* @default THREE.RGBAFormat
*/
format: PixelFormat;
internalFormat: PixelFormatGPU | null;
/**
* @default THREE.UnsignedByteType
*/
type: TextureDataType;
/**
* @default new THREE.Matrix3()
*/
matrix: Matrix3;
/**
* @default true
*/
matrixAutoUpdate: boolean;
/**
* @default new THREE.Vector2( 0, 0 )
*/
offset: Vector2;
/**
* @default new THREE.Vector2( 1, 1 )
*/
repeat: Vector2;
/**
* @default new THREE.Vector2( 0, 0 )
*/
center: Vector2;
/**
* @default 0
*/
rotation: number;
/**
* @default true
*/
generateMipmaps: boolean;
/**
* @default false
*/
premultiplyAlpha: boolean;
/**
* @default true
*/
flipY: boolean;
/**
* @default 4
*/
unpackAlignment: number;
/**
* @default THREE.LinearEncoding
*/
encoding: TextureEncoding;
/**
* @default false
*/
isRenderTargetTexture: boolean;
/**
* @default false
*/
needsPMREMUpdate: boolean;
/**
* An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.
* @default {}
*/
userData: any;
/**
* @default 0
*/
version: number;
set needsUpdate(value: boolean);
readonly isTexture: true;
onUpdate: () => void;
static DEFAULT_IMAGE: any;
static DEFAULT_MAPPING: any;
clone(): this;
copy(source: Texture): this;
toJSON(meta: any): any;
dispose(): void;
transformUv(uv: Vector2): Vector2;
updateMatrix(): void;
}