Socket
Socket
Sign inDemoInstall

@types/three

Package Overview
Dependencies
Maintainers
1
Versions
230
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

@types/three - npm Package Compare versions

Comparing version 0.146.0 to 0.147.0

three/examples/jsm/nodes/display/ViewportNode.d.ts

10

three/examples/jsm/animation/CCDIKSolver.d.ts

@@ -1,2 +0,2 @@

import { Object3D, SkinnedMesh } from '../../../src/Three';
import { Object3D, SkinnedMesh, Vector3 } from '../../../src/Three';

@@ -7,6 +7,10 @@ // tslint:disable-next-line:interface-name

iteration: number;
links: {
links: Array<{
enabled: boolean;
index: number;
};
limitation?: Vector3;
rotationMin?: Vector3;
rotationMax?: Vector3;
}>;
minAngle: number;
maxAngle: number;

@@ -13,0 +17,0 @@ target: number;

import { Camera, MOUSE, TOUCH, Vector3 } from '../../../src/Three';
/**
* Orbit controls allow the camera to orbit around a target.
* @param object - The camera to be controlled. The camera must not
* be a child of another object, unless that object is the scene itself.
* @param domElement - The HTML element used for
* event listeners.
*/
export class OrbitControls {
constructor(object: Camera, domElement?: HTMLElement);
/**
* The camera being controlled.
*/
object: Camera;
/**
* The HTMLElement used to listen for mouse / touch events.
* This must be passed in the constructor;
* changing it here will not set up new event listeners.
*/
domElement: HTMLElement | Document;
// API
/**
* When set to `false`, the controls will not respond to user input.
* @default true
*/
enabled: boolean;
/**
* The focus point of the controls, the .object orbits around this.
* It can be updated manually at any point to change the focus
* of the controls.
*/
target: Vector3;
// deprecated
/** @deprecated */
center: Vector3;
/**
* How far you can dolly in ( PerspectiveCamera only ).
* @default 0
*/
minDistance: number;
/**
* How far you can dolly out ( PerspectiveCamera only ).
* @default Infinity
*/
maxDistance: number;
/**
* How far you can zoom in ( OrthographicCamera only ).
* @default 0
*/
minZoom: number;
/**
* How far you can zoom out ( OrthographicCamera only ).
* @default Infinity
*/
maxZoom: number;
/**
* How far you can orbit vertically, lower limit.
* Range is 0 to Math.PI radians.
* @default 0
*/
minPolarAngle: number;
/**
* How far you can orbit vertically, upper limit.
* Range is 0 to Math.PI radians.
* @default Math.PI.
*/
maxPolarAngle: number;
/**
* How far you can orbit horizontally, lower limit.
* If set, the interval [ min, max ]
* must be a sub-interval of [ - 2 PI, 2 PI ],
* with ( max - min < 2 PI ).
* @default Infinity
*/
minAzimuthAngle: number;
/**
* How far you can orbit horizontally, upper limit.
* If set, the interval [ min, max ] must be a sub-interval
* of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ).
* @default Infinity
*/
maxAzimuthAngle: number;
/**
* Set to true to enable damping (inertia), which can
* be used to give a sense of weight to the controls.
* Note that if this is enabled, you must call
* .update () in your animation loop.
* @default false
*/
enableDamping: boolean;
/**
* The damping inertia used if .enableDamping is set to true.
* Note that for this to work,
* you must call .update () in your animation loop.
* @default 0.05
*/
dampingFactor: number;
/**
* Enable or disable zooming (dollying) of the camera.
* @default true
*/
enableZoom: boolean;
/**
* Speed of zooming / dollying.
* @default 1
*/
zoomSpeed: number;
/**
* Enable or disable horizontal and
* vertical rotation of the camera.
* Note that it is possible to disable a single axis
* by setting the min and max of the polar angle or
* azimuth angle to the same value, which will cause
* the vertical or horizontal rotation to be fixed at that value.
* @default true
*/
enableRotate: boolean;
/**
* Speed of rotation.
* @default 1
*/
rotateSpeed: number;
/**
* Enable or disable camera panning.
* @default true
*/
enablePan: boolean;
/**
* Speed of panning.
* @default 1
*/
panSpeed: number;
/**
* Defines how the camera's position is translated when panning.
* If true, the camera pans in screen space. Otherwise,
* the camera pans in the plane orthogonal to the camera's
* up direction. Default is true for OrbitControls; false for MapControls.
* @default true
*/
screenSpacePanning: boolean;
/**
* How fast to pan the camera when the keyboard is used.
* Default is 7.0 pixels per keypress.
* @default 7
*/
keyPanSpeed: number;
/**
* Set to true to automatically rotate around the target.
* Note that if this is enabled, you must call
* .update () in your animation loop.
*/
autoRotate: boolean;
/**
* How fast to rotate around the target if .autoRotate is true.
* Default is 2.0, which equates to 30 seconds per orbit at 60fps.
* Note that if .autoRotate is enabled, you must call
* .update () in your animation loop.
* @default 2
*/
autoRotateSpeed: number;
/**
* This object contains references to the keycodes for controlling
* camera panning. Default is the 4 arrow keys.
*/
keys: { LEFT: string; UP: string; RIGHT: string; BOTTOM: string };
/**
* This object contains references to the mouse actions used
* by the controls.
*/
mouseButtons: Partial<{ LEFT: MOUSE; MIDDLE: MOUSE; RIGHT: MOUSE }>;
/**
* This object contains references to the touch actions used by
* the controls.
*/
touches: Partial<{ ONE: TOUCH; TWO: TOUCH }>;
/**
* Used internally by the .saveState and .reset methods.
*/
target0: Vector3;
/**
* Used internally by the .saveState and .reset methods.
*/
position0: Vector3;
/**
* Used internally by the .saveState and .reset methods.
*/
zoomO: number;
/**
* Update the controls. Must be called after any manual changes
* to the camera's transform, or in the update loop if .autoRotate
* or .enableDamping are set.
*/
update(): boolean;
/**
* Adds key event listeners to the given DOM element. `window`
* is a recommended argument for using this method.
* @param domElement
*/
listenToKeyEvents(domElement: HTMLElement | Window): void;
/**
* Save the current state of the controls. This can later be
* recovered with .reset.
*/
saveState(): void;
/**
* Reset the controls to their state from either the last time
* the .saveState was called, or the initial state.
*/
reset(): void;
/**
* Remove all the event listeners.
*/
dispose(): void;
/**
* Get the current vertical rotation, in radians.
*/
getPolarAngle(): number;
/**
* Get the current horizontal rotation, in radians.
*/
getAzimuthalAngle(): number;
/**
* Returns the distance from the camera to the target.
*/
getDistance(): number;

@@ -68,0 +264,0 @@

@@ -15,2 +15,3 @@ import { WebGLRenderer, Vector2 } from '../../../src/Three';

onSelectOver(event: Event): void;
dispose(): void;
}

@@ -6,2 +6,3 @@ import { BufferGeometry, Loader, LoadingManager } from '../../../src/Three';

propertyNameMapping: object;
customPropertyMapping: Record<string, any>;

@@ -16,3 +17,4 @@ load(

setPropertyNameMapping(mapping: object): void;
setCustomPropertyNameMapping(mapping: Record<string, any>): void;
parse(data: ArrayBuffer | string): BufferGeometry;
}

@@ -77,2 +77,6 @@ import {

abstract getFragCoord(): string;
isFlipY(): boolean;
abstract getTexture(textureProperty: string, uvSnippet: string): string;

@@ -79,0 +83,0 @@

@@ -64,2 +64,3 @@ // core

import ToneMappingNode from './display/ToneMappingNode';
import ViewportNode from './display/ViewportNode';

@@ -190,2 +191,3 @@ // math

ToneMappingNode,
ViewportNode,
// math

@@ -192,0 +194,0 @@ MathNode,

@@ -38,2 +38,3 @@ import Node from '../core/Node';

TriplanarTexturesNode,
ViewportNode,
} from '../Nodes';

@@ -103,2 +104,9 @@

export const viewportCoordinate: Swizzable<ViewportNode>;
export const viewportResolution: Swizzable<ViewportNode>;
export const viewportTopLeft: Swizzable<ViewportNode>;
export const viewportBottomLeft: Swizzable<ViewportNode>;
export const viewportTopRight: Swizzable<ViewportNode>;
export const viewportBottomRight: Swizzable<ViewportNode>;
// lighting

@@ -105,0 +113,0 @@

@@ -1,7 +0,10 @@

import { Mesh, Plane, Vector4 } from '../../../src/Three';
import { Mesh, Plane, Vector4, Matrix4, MeshBasicMaterial, BufferGeometry } from '../../../src/Three';
export class ShadowMesh extends Mesh {
constructor();
export class ShadowMesh extends Mesh<BufferGeometry, MeshBasicMaterial> {
readonly isShadowMesh: true;
meshMatrix: Matrix4;
constructor(mesh: Mesh);
update(plane: Plane, lightPosition4D: Vector4): void;
}
import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -19,3 +19,3 @@ export class AdaptiveToneMappingPass extends Pass {

materialToneMap: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;

@@ -22,0 +22,0 @@ reset(): void;

import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -12,4 +12,4 @@ export class AfterimagePass extends Pass {

shaderMaterial: ShaderMaterial;
compFsQuad: object;
copyFsQuad: object;
compFsQuad: FullScreenQuad;
copyFsQuad: FullScreenQuad;
}
import { WebGLRenderTarget, ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -13,3 +13,3 @@ export class BloomPass extends Pass {

materialConvolution: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { Scene, Camera, ShaderMaterial, WebGLRenderTarget, MeshDepthMaterial, Color } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -21,4 +21,4 @@ export interface BokehPassParamters {

uniforms: object;
fsQuad: object;
fsQuad: FullScreenQuad;
oldClearColor: Color;
}
import { ColorRepresentation } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -5,0 +5,0 @@ export class ClearPass extends Pass {

import { PerspectiveCamera, CubeTexture, Mesh, Scene } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -5,0 +5,0 @@ export class CubeTexturePass extends Pass {

import { Vector2, ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -9,3 +9,3 @@ export class DotScreenPass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { Clock, WebGLRenderer, WebGLRenderTarget } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';
import { ShaderPass } from './ShaderPass';

@@ -5,0 +5,0 @@

import { ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -9,3 +9,3 @@ export class FilmPass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { ShaderMaterial, DataTexture } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -9,3 +9,3 @@ export class GlitchPass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
goWild: boolean;

@@ -12,0 +12,0 @@ curF: number;

import { ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -22,3 +22,3 @@ export interface HalftonePassParameters {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { Scene, Camera } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -5,0 +5,0 @@ export class MaskPass extends Pass {

@@ -15,3 +15,3 @@ import {

import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -52,3 +52,3 @@ export class OutlinePass extends Pass {

oldClearAlpha: number;
fsQuad: object;
fsQuad: FullScreenQuad;
tempPulseColor1: Color;

@@ -55,0 +55,0 @@ tempPulseColor2: Color;

import { Scene, Camera, Material, Color } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -5,0 +5,0 @@ export class RenderPass extends Pass {

@@ -15,3 +15,3 @@ import {

import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -61,3 +61,3 @@ export enum OUTPUT {

depthCopy: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
params: SAOPassParams;

@@ -64,0 +64,0 @@

import { ShaderMaterial, WebGLRenderTarget } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -11,3 +11,3 @@ export class SavePass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -10,3 +10,3 @@ export class ShaderPass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { ShaderMaterial, Texture, WebGLRenderTarget } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -17,3 +17,3 @@ export class SMAAPass extends Pass {

materialBlend: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;

@@ -20,0 +20,0 @@ getAreaTexture(): string;

import { Scene, Camera, ColorRepresentation, ShaderMaterial, WebGLRenderTarget } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -15,4 +15,4 @@ export class SSAARenderPass extends Pass {

copyMaterial: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
sampleRenderTarget: undefined | WebGLRenderTarget;
}

@@ -15,3 +15,3 @@ import {

import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -50,3 +50,3 @@ export enum SSAOPassOUTPUT {

copyMaterial: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
originalClearColor: Color;

@@ -53,0 +53,0 @@

import { Texture, ShaderMaterial } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -11,3 +11,3 @@ export class TexturePass extends Pass {

material: ShaderMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;
}
import { Color, MeshBasicMaterial, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget } from '../../../src/Three';
import { Pass } from './Pass';
import { Pass, FullScreenQuad } from './Pass';

@@ -26,3 +26,3 @@ export class UnrealBloomPass extends Pass {

basic: MeshBasicMaterial;
fsQuad: object;
fsQuad: FullScreenQuad;

@@ -29,0 +29,0 @@ dispose(): void;

import NodeBuilder from '../../../nodes/core/NodeBuilder';
import { Texture, TextureEncoding, Renderer, Object3D } from '../../../../../src/Three';
import { Renderer, Object3D } from '../../../../../src/Three';
import Node from '../../../nodes/core/Node';

@@ -47,6 +47,7 @@ import SlotNode from './SlotNode';

parseInclude(shaderStage: string, ...includes: string[]): void;
getTextureEncodingFromMap(map: Texture): TextureEncoding;
getInstanceIndex(): string;
getFrontFacing(): string;
getFragCoord(): 'gl_FragCoord';
isFlipY(): true;

@@ -53,0 +54,0 @@ buildCode(): void;

@@ -0,1 +1,3 @@

// https://threejs.org/docs/?q=buffergeome#examples/en/utils/BufferGeometryUtils
import {

@@ -27,1 +29,9 @@ BufferAttribute,

export function deinterleaveGeometry(geometry: BufferGeometry): void;
/**
* Creates a new, non-indexed geometry with smooth normals everywhere except faces that meet at an angle greater than the crease angle.
*
* @param geometry The input geometry.
* @param creaseAngle The crease angle.
*/
export function toCreasedNormals(geometry: BufferGeometry, creaseAngle?: number): BufferGeometry;

@@ -10,3 +10,3 @@ import 'webxr';

Raycaster,
SphereBufferGeometry,
SphereGeometry,
Texture,

@@ -34,3 +34,3 @@ Vector3,

cursorObject: Mesh<SphereBufferGeometry, MeshBasicMaterial> | null;
cursorObject: Mesh<SphereGeometry, MeshBasicMaterial> | null;

@@ -37,0 +37,0 @@ raycaster: Raycaster;

@@ -1,2 +0,2 @@

// Type definitions for three 0.146
// Type definitions for three 0.147
// Project: https://threejs.org/

@@ -3,0 +3,0 @@ // Definitions by: Josh Ellis <https://github.com/joshuaellis>

{
"name": "@types/three",
"version": "0.146.0",
"version": "0.147.0",
"description": "TypeScript definitions for three",

@@ -30,4 +30,4 @@ "homepage": "https://github.com/DefinitelyTyped/DefinitelyTyped/tree/master/types/three",

},
"typesPublisherContentHash": "8811cec6dcb6daed91e5163eee03aeed7a0b56ad67126ce3b6ade0354b3d8614",
"typeScriptVersion": "4.1"
"typesPublisherContentHash": "ada9d7ae4579346a43c927cb2bb915136e542a27b0d12fd83ad85b97b699d134",
"typeScriptVersion": "4.2"
}

@@ -11,3 +11,3 @@ # Installation

### Additional Details
* Last updated: Mon, 07 Nov 2022 20:26:35 GMT
* Last updated: Thu, 29 Dec 2022 19:32:53 GMT
* Dependencies: [@types/webxr](https://npmjs.com/package/@types/webxr)

@@ -14,0 +14,0 @@ * Global values: `THREE`

@@ -21,3 +21,3 @@ import { ColorRepresentation } from '../utils';

* Light's intensity.
* @default 1
* @default 2
*/

@@ -24,0 +24,0 @@ intensity: number;

@@ -7,2 +7,3 @@ import { Color } from './../math/Color';

import { ColorRepresentation } from '../utils';
import { Texture } from '../textures/Texture';

@@ -40,3 +41,3 @@ /**

* Light's intensity.
* @default 1
* @default 2
*/

@@ -73,3 +74,8 @@ intensity: number;

/**
* @default null
*/
map: Texture | null;
readonly isSpotLight: true;
}

@@ -0,1 +1,3 @@

// https://threejs.org/docs/#api/en/math/Matrix3
import { Matrix4 } from './Matrix4';

@@ -102,2 +104,46 @@ import { Vector3 } from './Vector3';

/**
* Sets this matrix as a 2D translation transform:
*
* ```
* 1, 0, x,
* 0, 1, y,
* 0, 0, 1
* ```
*
* @param x the amount to translate in the X axis.
* @param y the amount to translate in the Y axis.
*/
makeTranslation(x: number, y: number): this;
makeTranslation(x: number, y: number): Matrix3;
/**
* Sets this matrix as a 2D rotational transformation by theta radians. The resulting matrix will be:
*
* ```
* cos(θ) -sin(θ) 0
* sin(θ) cos(θ) 0
* 0 0 1
* ```
*
* @param theta Rotation angle in radians. Positive values rotate counterclockwise.
*/
makeRotation(theta: number): this;
makeRotation(theta: number): Matrix3;
/**
* Sets this matrix as a 2D scale transform:
*
* ```
* x, 0, 0,
* 0, y, 0,
* 0, 0, 1
* ```
*
* @param x the amount to scale in the X axis.
* @param y the amount to scale in the Y axis.
*/
makeScale(x: number, y: number): this;
makeScale(x: number, y: number): Matrix3;
rotate(theta: number): Matrix3;

@@ -104,0 +150,0 @@

@@ -11,7 +11,26 @@ import { Object3D } from './../core/Object3D';

levels: Array<{ distance: number; object: Object3D }>;
/**
*
* An array of level objects
*
* Each level is an object with the following properties:
*
* - object - The Object3D to display at this level.
* - distance - The distance at which to display this level of detail.
* - hysteresis - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
*/
levels: Array<{ distance: number; hysteresis: number; object: Object3D }>;
autoUpdate: boolean;
readonly isLOD: true;
addLevel(object: Object3D, distance?: number): this;
/**
* Adds a mesh that will display at a certain distance and greater. Typically the further away the distance, the lower the detail on the mesh.
*
* @param object The Object3D to display at this level.
* @param distance The distance at which to display this level of detail. Default 0.0.
* @param hysteresis Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. Default 0.0.
*/
addLevel(object: Object3D, distance?: number, hysteresis?: number): this;
getCurrentLevel(): number;

@@ -23,2 +42,3 @@ getObjectForDistance(distance: number): Object3D | null;

// TODO: Remove this
/**

@@ -25,0 +45,0 @@ * @deprecated Use {@link LOD#levels .levels} instead.

@@ -6,4 +6,8 @@ import { Group } from '../../objects/Group';

export type XRHandJoints = Record<XRHandJoint, number>;
export class XRJointSpace extends Group {
readonly jointRadius: number | undefined;
}
export type XRHandJoints = Record<XRHandJoint, XRJointSpace>;
export interface XRHandInputState {

@@ -39,4 +43,5 @@ pinching: boolean;

dispatchEvent(event: { type: XRControllerEventType; data?: XRInputSource }): this;
connect(inputSource: XRInputSource): this;
disconnect(inputSource: XRInputSource): this;
update(inputSource: XRInputSource, frame: XRFrame, referenceSpace: XRReferenceSpace): this;
}

@@ -0,1 +1,3 @@

// https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager
/// <reference types="webxr" />

@@ -47,3 +49,9 @@

setFoveation(foveation: number): void;
/**
* Returns the set of planes detected by WebXR's plane detection API.
*/
getPlanes(): Set<XRPlane>;
dispose(): void;
}

@@ -0,1 +1,3 @@

// https://threejs.org/docs/?q=scene#api/en/scenes/Scene
import { FogBase } from './Fog';

@@ -25,5 +27,17 @@ import { Material } from './../materials/Material';

/**
* Sets the blurriness of the background. Only influences environment maps assigned to Scene.background. Valid input is a float between 0 and 1.
*
* @default 0
*/
backgroundBlurriness: number;
/**
* Attenuates the color of the background. Only applies to background textures.
*
* @default 1
*/
backgroundIntensity: number;
/**
* If not null, it will force everything in the scene to be rendered with that material. Default is null.

@@ -30,0 +44,0 @@ * @default null

@@ -0,1 +1,3 @@

// https://threejs.org/docs/?q=texture#api/en/textures/Texture
import { Vector2 } from './../math/Vector2';

@@ -29,3 +31,3 @@ import { Matrix3 } from './../math/Matrix3';

* @param [type=THREE.UnsignedByteType]
* @param [anisotropy=1]
* @param [anisotropy=THREE.Texture.DEFAULT_ANISOTROPY]
* @param [encoding=THREE.LinearEncoding]

@@ -207,2 +209,4 @@ */

onUpdate: () => void;
static DEFAULT_ANISOTROPY: number;
static DEFAULT_IMAGE: any;

@@ -209,0 +213,0 @@ static DEFAULT_MAPPING: any;

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc