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4 changes: 2 additions & 2 deletions examples-testing/changes.patch
Original file line number Diff line number Diff line change
Expand Up @@ -7167,7 +7167,7 @@ index 10ce34076..ac3a6e232 100644
});

diff --git a/examples-testing/examples/webgl_loader_3mf.ts b/examples-testing/examples/webgl_loader_3mf.ts
index c31e32196..eecda516b 100644
index 83fac845e..0feabd201 100644
--- a/examples-testing/examples/webgl_loader_3mf.ts
+++ b/examples-testing/examples/webgl_loader_3mf.ts
@@ -4,7 +4,12 @@ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
Expand All @@ -7184,7 +7184,7 @@ index c31e32196..eecda516b 100644

const params = {
asset: 'cube_gears',
@@ -73,13 +78,18 @@ function init() {
@@ -81,13 +86,18 @@ function init() {
});
}

Expand Down
32 changes: 16 additions & 16 deletions jsdoc-testing/changes.patch
Original file line number Diff line number Diff line change
Expand Up @@ -12239,7 +12239,7 @@ index 561415c0e..fc34356ac 100644
+ intervalChanged_(i1: number, t0: number, t: number): void;
}
diff --git a/jsdoc-testing/jsdoc/src/math/Matrix4.d.ts b/jsdoc-testing/jsdoc/src/math/Matrix4.d.ts
index 9748d31dd..cfece13a7 100644
index e6e246bc2..87578f7fd 100644
--- a/jsdoc-testing/jsdoc/src/math/Matrix4.d.ts
+++ b/jsdoc-testing/jsdoc/src/math/Matrix4.d.ts
@@ -1,3 +1,28 @@
Expand Down Expand Up @@ -12432,7 +12432,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Computes and returns the determinant of this matrix.
*
@@ -236,17 +265,25 @@ export class Matrix4 {
@@ -234,17 +263,25 @@ export class Matrix4 {
*
* @return {Matrix4} A reference to this matrix.
*/
Expand Down Expand Up @@ -12461,7 +12461,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
* You can not invert with a determinant of zero. If you attempt this, the method produces
@@ -254,14 +291,14 @@ export class Matrix4 {
@@ -252,14 +289,14 @@ export class Matrix4 {
*
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12478,7 +12478,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Gets the maximum scale value of the three axes.
*
@@ -271,12 +308,19 @@ export class Matrix4 {
@@ -269,12 +306,19 @@ export class Matrix4 {
/**
* Sets this matrix as a translation transform from the given vector.
*
Expand All @@ -12500,7 +12500,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a rotational transformation around the X axis by
* the given angle.
@@ -284,7 +328,7 @@ export class Matrix4 {
@@ -282,7 +326,7 @@ export class Matrix4 {
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12509,7 +12509,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a rotational transformation around the Y axis by
* the given angle.
@@ -292,7 +336,7 @@ export class Matrix4 {
@@ -290,7 +334,7 @@ export class Matrix4 {
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12518,7 +12518,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a rotational transformation around the Z axis by
* the given angle.
@@ -300,7 +344,7 @@ export class Matrix4 {
@@ -298,7 +342,7 @@ export class Matrix4 {
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12527,7 +12527,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a rotational transformation around the given axis by
* the given angle.
@@ -312,7 +356,7 @@ export class Matrix4 {
@@ -307,7 +351,7 @@ export class Matrix4 {
* @param {number} angle - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12536,7 +12536,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a scale transformation.
*
@@ -321,7 +365,7 @@ export class Matrix4 {
@@ -316,7 +360,7 @@ export class Matrix4 {
* @param {number} z - The amount to scale in the Z axis.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12545,7 +12545,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix as a shear transformation.
*
@@ -333,7 +377,7 @@ export class Matrix4 {
@@ -328,7 +372,7 @@ export class Matrix4 {
* @param {number} zy - The amount to shear Z by Y.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12554,7 +12554,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Sets this matrix to the transformation composed of the given position,
* rotation (Quaternion) and scale.
@@ -343,7 +387,7 @@ export class Matrix4 {
@@ -338,7 +382,7 @@ export class Matrix4 {
* @param {Vector3} scale - The scale vector.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12563,7 +12563,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Decomposes this matrix into its position, rotation and scale components
* and provides the result in the given objects.
@@ -357,7 +401,7 @@ export class Matrix4 {
@@ -352,7 +396,7 @@ export class Matrix4 {
* @param {Vector3} scale - The scale vector.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12572,7 +12572,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Creates a perspective projection matrix. This is used internally by
* {@link PerspectiveCamera#updateProjectionMatrix}.
@@ -372,7 +416,7 @@ export class Matrix4 {
@@ -367,7 +411,7 @@ export class Matrix4 {
* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12581,7 +12581,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Creates a orthographic projection matrix. This is used internally by
* {@link OrthographicCamera#updateProjectionMatrix}.
@@ -387,7 +431,7 @@ export class Matrix4 {
@@ -382,7 +426,7 @@ export class Matrix4 {
* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12590,7 +12590,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Returns `true` if this matrix is equal with the given one.
*
@@ -402,7 +446,7 @@ export class Matrix4 {
@@ -397,7 +441,7 @@ export class Matrix4 {
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Matrix4} A reference to this matrix.
*/
Expand All @@ -12599,7 +12599,7 @@ index 9748d31dd..cfece13a7 100644
/**
* Writes the elements of this matrix to the given array. If no array is provided,
* the method returns a new instance.
@@ -411,6 +455,5 @@ export class Matrix4 {
@@ -406,6 +450,5 @@ export class Matrix4 {
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The matrix elements in column-major order.
*/
Expand Down
5 changes: 0 additions & 5 deletions types/three/src/math/Matrix4.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -277,8 +277,6 @@ export class Matrix4 {
/**
* Computes and returns the determinant of this matrix.
*
* Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
*
* @return {number} The determinant.
*/
determinant(): number;
Expand Down Expand Up @@ -383,9 +381,6 @@ export class Matrix4 {
* Sets this matrix as a rotational transformation around the given axis by
* the given angle.
*
* This is a somewhat controversial but mathematically sound alternative to
* rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
*
* @param {Vector3} axis - The normalized rotation axis.
* @param {number} angle - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
Expand Down
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