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Docs: Add missing @private annotation. (#32165)
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12 files changed

+27
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examples/jsm/loaders/PCDLoader.js

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@@ -100,6 +100,7 @@ class PCDLoader extends Loader {
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/**
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* Get dataview value by field type and size.
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*
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* @private
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* @param {DataView} dataview - The DataView to read from.
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* @param {number} offset - The offset to start reading from.
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* @param {'F' | 'U' | 'I'} type - Field type.

examples/jsm/tsl/display/AnaglyphPassNode.js

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@@ -40,6 +40,7 @@ class AnaglyphPassNode extends StereoCompositePassNode {
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/**
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* Color matrix node for the left eye.
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*
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* @private
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* @type {UniformNode<mat3>}
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*/
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this._colorMatrixLeft = uniform( new Matrix3().fromArray( [
@@ -51,6 +52,7 @@ class AnaglyphPassNode extends StereoCompositePassNode {
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/**
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* Color matrix node for the right eye.
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*
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* @private
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* @type {UniformNode<mat3>}
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*/
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this._colorMatrixRight = uniform( new Matrix3().fromArray( [

examples/jsm/tsl/display/BloomNode.js

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@@ -448,6 +448,7 @@ class BloomNode extends TempNode {
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/**
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* Create a separable blur material for the given kernel radius.
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*
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* @private
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* @param {NodeBuilder} builder - The current node builder.
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* @param {number} kernelRadius - The kernel radius.
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* @return {NodeMaterial}

examples/jsm/tsl/display/PixelationPassNode.js

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@@ -74,6 +74,7 @@ class PixelationNode extends TempNode {
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/**
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* Uniform node that represents the resolution.
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*
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* @private
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* @type {Node<vec4>}
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*/
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this._resolution = uniform( new Vector4() );

examples/jsm/tsl/display/SSGINode.js

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@@ -197,27 +197,31 @@ class SSGINode extends TempNode {
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/**
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* The resolution of the effect.
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*
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* @private
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* @type {UniformNode<vec2>}
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*/
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this._resolution = uniform( new Vector2() );
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/**
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* Used to compute the effective step radius when viewSpaceSampling is `false`.
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*
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* @private
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* @type {UniformNode<vec2>}
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*/
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this._halfProjScale = uniform( 1 );
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/**
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* Temporal direction that influences the rotation angle for each slice.
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*
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* @private
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* @type {UniformNode<float>}
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*/
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this._temporalDirection = uniform( 0 );
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/**
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* Temporal offset added to the initial ray step.
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*
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* @private
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* @type {UniformNode<float>}
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*/
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this._temporalOffset = uniform( 0 );

examples/jsm/tsl/display/SSSNode.js

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@@ -192,13 +192,15 @@ class SSSNode extends TempNode {
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/**
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* Temporal offset added to the initial ray step.
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*
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* @private
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* @type {UniformNode<float>}
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*/
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this._temporalOffset = uniform( 0 );
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/**
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* The frame ID use when temporal filtering is enabled.
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*
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* @private
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* @type {UniformNode<uint>}
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*/
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this._frameId = uniform( 0 );

examples/jsm/tsl/display/StereoCompositePassNode.js

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@@ -50,32 +50,37 @@ class StereoCompositePassNode extends PassNode {
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* @type {StereoCamera}
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*/
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this.stereo = new StereoCamera();
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
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/**
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* The render target for rendering the left eye's view.
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*
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* @private
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* @type {RenderTarget}
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*/
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this._renderTargetL = new RenderTarget( 1, 1, _params );
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/**
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* The render target for rendering the right eye's view.
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*
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* @private
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* @type {RenderTarget}
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*/
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this._renderTargetR = new RenderTarget( 1, 1, _params );
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/**
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* A texture node representing the left's eye view.
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*
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* @private
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* @type {TextureNode}
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*/
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this._mapLeft = texture( this._renderTargetL.texture );
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/**
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* A texture node representing the right's eye view.
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*
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* @private
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* @type {TextureNode}
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*/
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this._mapRight = texture( this._renderTargetR.texture );
@@ -84,7 +89,9 @@ class StereoCompositePassNode extends PassNode {
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* The node material that implements the composite. All
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* derived effect passes must provide an instance for rendering.
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*
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* @type {NodeMaterial}
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* @private
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* @type {?NodeMaterial}
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* @default null
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*/
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this._material = null;
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src/nodes/accessors/StorageBufferNode.js

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@@ -126,6 +126,7 @@ class StorageBufferNode extends BufferNode {
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/**
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* A reference to the internal buffer attribute node.
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*
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* @private
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* @type {?BufferAttributeNode}
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* @default null
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*/
@@ -134,6 +135,7 @@ class StorageBufferNode extends BufferNode {
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/**
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* A reference to the internal varying node.
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*
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* @private
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* @type {?VaryingNode}
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* @default null
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*/

src/nodes/display/ScreenNode.js

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@@ -49,6 +49,7 @@ class ScreenNode extends Node {
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/**
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* This output node.
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*
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* @private
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* @type {?Node}
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* @default null
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*/

src/renderers/common/Renderer.js

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@@ -2360,6 +2360,7 @@ class Renderer {
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/**
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* Resets the renderer to the initial state before WebXR started.
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*
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* @private
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*/
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_resetXRState() {
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@@ -2750,6 +2751,7 @@ class Renderer {
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* Analyzes the given 3D object's hierarchy and builds render lists from the
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* processed hierarchy.
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*
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* @private
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* @param {Object3D} object - The 3D object to process (usually a scene).
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* @param {Camera} camera - The camera the object is rendered with.
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* @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
@@ -2975,6 +2977,7 @@ class Renderer {
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* Retrieves shadow nodes for the given material. This is used to setup shadow passes.
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* The result is cached per material and updated when the material's version changes.
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*
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* @private
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* @param {Material} material
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* @returns {Object} - The shadow nodes for the material.
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*/

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