Accueil / npm / three@0.186.1 / src / constants.js

constants.js

export const REVISION = '186';

/**
 * 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
 * @deprecated since r186. Use `PCFShadowMap` instead.
 */
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;

/**
 * Represents material blending.
 *
 * @type {number}
 * @constant
 */
export const MaterialBlending = 6;

/**
 * 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;

/**
 * An unsigned int 10_11_11 (packed) data type for textures.
 *
 * @type {number}
 * @constant
 */
export const UnsignedInt101111Type = 35899;

/**
 * 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;

/**
 * EAC R11 UNORM format.
 *
 * @type {number}
 * @constant
 */
export const R11_EAC_Format = 37488; // 0x9270

/**
 * EAC R11 SNORM format.
 *
 * @type {number}
 * @constant
 */
export const SIGNED_R11_EAC_Format = 37489; // 0x9271

/**
 * EAC RG11 UNORM format.
 *
 * @type {number}
 * @constant
 */
export const RG11_EAC_Format = 37490; // 0x9272

/**
 * EAC RG11 SNORM format.
 *
 * @type {number}
 * @constant
 */
export const SIGNED_RG11_EAC_Format = 37491; // 0x9273

/**
 * 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;

/**
 * Bezier interpolation mode for keyframe tracks.
 *
 * Uses cubic Bezier curves with explicit 2D control points.
 * Requires tangent data to be set on the track.
 *
 * @type {number}
 * @constant
 */
export const InterpolateBezier = 2303;

/**
 * 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;

/**
 * The depth value is inverted (1.0 - z) for visualization purposes.
 *
 * @type {number}
 * @constant
 */
export const BasicDepthPacking = 3200;

/**
 * The depth value is packed into 32 bit RGBA.
 *
 * @type {number}
 * @constant
 */
export const RGBADepthPacking = 3201;

/**
 * The depth value is packed into 24 bit RGB.
 *
 * @type {number}
 * @constant
 */
export const RGBDepthPacking = 3202;

/**
 * The 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';

/**
 * No normal map packing.
 *
 * @type {string}
 * @constant
 */
export const NoNormalPacking = '';

/**
 * Normal RG packing.
 *
 * @type {string}
 * @constant
 */
export const NormalRGPacking = 'rg';

/**
 * Normal GA packing.
 *
 * @type {string}
 * @constant
 */
export const NormalGAPacking = 'ga';

/**
 * 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',
	FIRST: 'first',
	EITHER: 'either'
};

/**
 * Compatibility flags for features that may not be supported across all platforms.
 *
 * @type {Object}
 * @constant
 */
export const Compatibility = {
	TEXTURE_COMPARE: 'depthTextureCompare'
};

/**
 * Represents the refresh types of render objects.
 *
 * @type {ConstantsRenderObjectRefreshType}
 * @constant
 */
export const RenderObjectRefreshType = {
	NONE: 0,
	SHARED: 1,
	FULL: 2
};

/**
 * 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} FIRST - Flat interpolation using the first vertex.
 * @property {string} EITHER - Flat interpolation using either vertex.
 */

/**
 * Represents the refresh types of render objects.
 *
 * @typedef {Object} ConstantsRenderObjectRefreshType
 * @property {number} NONE - No refresh required.
 * @property {number} SHARED - Only shared uniform buffers require an update.
 * @property {number} FULL - The render object requires a full refresh.
 */

Exemple