\r\n\r\n**Additional context**\r\nThis is useful is you want to manipulate the vertex individually, in the vertex shader\r\n",[3019,3022],{"name":3020,"color":3021},"question","d876e3",{"name":3023,"color":3024},"waiting for author","B145BC",230,"Tresjs","tres","open","Support inline method in geometries ( EJ: toNonIndexed , setFromPoints)","2025-02-21T16:45:38Z","https://github.com/Tresjs/tres/issues/230",0.46159202,{"description":3034,"labels":3035,"number":3045,"owner":3026,"repository":3046,"state":3028,"title":3047,"updated_at":3048,"url":3049,"score":3050},"### Description\n\nThe current implementation is different from R3F, as you can see, the model is treat as a group (I personally prefer this approach) is best performance and cover most of the cases, BUT, not all for some specific cases maybe this is not a viable solution.\r\n\r\n\r\n\r\nR3F handling the models in which each geometry has a different RigidBody/Collider:\r\n\r\n\r\n\r\n\r\nI don't know if this will create future problems for uses cases or the people can workaround them. I don't know if this makes joints cases when models more difficult.\n\n### Suggested solution\n\nProper discussion and research\n\n### Alternative\n\nJust by the record, I like the current approach (but maybe I'm thinking in just low poly games)\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/rapier/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/rapier/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://rapier.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/rapier/issues) that reports the same bug to avoid creating a duplicate.",[3036,3039,3042],{"name":3037,"color":3038},"help wanted","008672",{"name":3040,"color":3041},"investigation","D03599",{"name":3043,"color":3044},"p2-to-be-discussed","97C1B1",127,"rapier","Handling models? ","2024-09-17T10:20:52Z","https://github.com/Tresjs/rapier/issues/127",0.71583265,{"description":3052,"labels":3053,"number":3060,"owner":3026,"repository":3027,"state":3028,"title":3061,"updated_at":3062,"url":3063,"score":3064},"### Description\r\n\r\nAs a developer using TresJS, I want to have a `\u003CPortal>` component that can contain a separate `Scene` and `context`.\r\n\r\n### Suggested solution\r\n\r\nProvide a `\u003CPortal>` component similar to R3F.\r\n\r\n### Requirements\r\n\r\n- [ ] Add override-able pointer to `TresContext` (Also add as prop to TresCanvas: see #581 ); use vanilla `THREE.Vector2`, accept `Vector2` and `UsePointerOptions` as TresCanvas prop\r\n- [ ] Make these fields on `TresContext` swappable and (in some case injectable by the user): scene, camera, cameras, controls, raycaster, eventManager, sizes\r\n\r\n### Validations\r\n\r\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\r\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\r\n- [X] Read the [docs](https://tresjs.org/guide).\r\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.",[3054,3057],{"name":3055,"color":3056},"p3-significant","2C78E3",{"name":3058,"color":3059},"v5","EFC959",789,"Portal","2025-02-06T09:59:01Z","https://github.com/Tresjs/tres/issues/789",0.71680874,{"description":3066,"labels":3067,"number":3068,"owner":3026,"repository":3027,"state":3028,"title":3069,"updated_at":3070,"url":3071,"score":3072},"### Description\n\nThis allows to prevent bubbling the events to the dom by using `event.sourceEvent.preventDefault();`\n\n### Suggested solution\n\nAdd event capture true by default, or allow us to add parameters to the listeners: `@click.stop`, `@click.passive`, `@click.capture`, ...\n\n### Alternative\n\n_No response_\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [x] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\n- [x] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\n- [x] Read the [docs](https://tresjs.org/guide).\n- [x] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.",[],939,"Add event capture true by default","2025-02-22T10:19:27Z","https://github.com/Tresjs/tres/issues/939",0.72404724,{"description":3074,"labels":3075,"number":3080,"owner":3026,"repository":3046,"state":3028,"title":3081,"updated_at":3082,"url":3083,"score":3084},"### Description\n\nWe need to handle these events or explain in the docs the behavior. Rapier automatically put in sleep object that are slow or stop a short time.\r\n\r\nAlso, many of the reactive props are setting true (awake) automatically, but that maybe is not for all use cases\n\n### Suggested solution\n\nMy idea is a new props to handle this, R3F handle this with a function, maybe we need to check that\n\n### Alternative\n\nAs this is the default behavior for Rapier I wouldn't mess around too much here, but is necessary to explain it, and/or handle it in a better way\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/rapier/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/rapier/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://rapier.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/rapier/issues) that reports the same bug to avoid creating a duplicate.",[3076,3077],{"name":3040,"color":3041},{"name":3078,"color":3079},"p2-nice-to-have","D4C5F9",131,"Sleep, awake events","2024-09-26T09:52:28Z","https://github.com/Tresjs/rapier/issues/131",0.72917414,{"description":3086,"labels":3087,"number":3092,"owner":3026,"repository":3093,"state":3094,"title":3095,"updated_at":3096,"url":3097,"score":3098},"### Description\n\nAs a developer using Tresjs I would like to create sprite animations by cycling through a sequence of frames from a sprite sheet image or JSON data, so I could add sprites images to my 3D spaces.\n\n### Suggested solution\n\nInspired by: https://github.com/pmndrs/drei#sprite-animator\n\n### Alternative\n\nFeel free to suggest other alternatives\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/cientos/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/cientos/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://cientos.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/cientos/issues) that reports the same bug to avoid creating a duplicate.",[3088,3091],{"name":3089,"color":3090},"good first issue","7057ff",{"name":3078,"color":3079},247,"cientos","closed","Sprite component","2024-06-07T14:02:38Z","https://github.com/Tresjs/cientos/issues/247",0.6573373,{"description":3100,"labels":3101,"number":3108,"owner":3026,"repository":3027,"state":3094,"title":3109,"updated_at":3110,"url":3111,"score":3112},"### Describe the bug\n\nI tried writing this code into `Tresjs v 4.0.2` I think this issue and issue #727 have a common cause\r\n```vue\r\n \u003CTresGroup>\r\n \u003CTresMesh\r\n :position=\"[0, 0, 0]\"\r\n @click=\"onClick\"\r\n @double-click=\"onDoubleClick\"\r\n @pointer-enter=\"onPointerEnter\"\r\n @pointer-leave=\"onPointerLeave\"\r\n @pointer-move=\"onPointerMove\"\r\n @context-menu=\"onContextMenu\"\r\n @pointer-missed=\"onPointerMissed\"\r\n >\r\n \u003CTresBoxGeometry :args=\"[1, 1, 1]\" />\r\n \u003CTresMeshToonMaterial color=\"#efefef\" />\r\n \u003C/TresMesh>\r\n \u003C/TresGroup>\r\n```\r\nOnly `@pointer-missed` has been triggered during this process\r\n\r\nhttps://github.com/Tresjs/tres/assets/59913119/8ca05964-6e9d-4443-a1d8-7e543aebb5fe\r\n\r\n\n\n### Reproduction\n\nhttps://stackblitz.com/~/github.com/hexianWeb/starter\n\n### Steps to reproduce\n\nswitch the branch to the `bug` branch, or just copy this code into `TheExperience.vue`\r\n```vue \r\n \u003CTresGroup>\r\n \u003CTresMesh\r\n :position=\"[0, 0, 0]\"\r\n @click=\"onClick\"\r\n @double-click=\"onDoubleClick\"\r\n @pointer-enter=\"onPointerEnter\"\r\n @pointer-leave=\"onPointerLeave\"\r\n @pointer-move=\"onPointerMove\"\r\n @context-menu=\"onContextMenu\"\r\n @pointer-missed=\"onPointerMissed\"\r\n >\r\n \u003CTresBoxGeometry :args=\"[1, 1, 1]\" />\r\n \u003CTresMeshToonMaterial color=\"#efefef\" />\r\n \u003C/TresMesh>\r\n \u003C/TresGroup>\r\n```\r\nand remove the `TresGroup` near camera\r\n```vue\r\n \u003CTresGroup>\r\n \u003CTresPerspectiveCamera :position=\"[5, 5, 5]\" />\r\n \u003C/TresGroup>\r\n```\n\n### System Info\n\n_No response_\n\n### Used Package Manager\n\npnpm\n\n### Code of Conduct\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[3102,3105],{"name":3103,"color":3104},"bug","d73a4a",{"name":3106,"color":3107},"p5-urgent-bug","B60205",728,"`Event` is not triggered in `TresGroup`","2024-07-16T18:52:11Z","https://github.com/Tresjs/tres/issues/728",0.6942842,{"description":3114,"labels":3115,"number":3121,"owner":3026,"repository":3027,"state":3094,"title":3122,"updated_at":3123,"url":3124,"score":3125},"**Is your feature request related to a problem? Please describe.**\r\n`useRenderLoop` only provides the register methods like `onBeforeLoop`、`onLoop`、`onAfterLoop`. But, there are no `off-*` methods to remove callback. so, do we need to add some `off-*`methods?\r\n\r\n**Describe the solution you'd like**\r\nadd some methods: `offBeforeLoop`、`offLoop`、`offAfterLoop`\r\n\r\n**Additional context**\r\nYeah, there is a way to remove callback like\r\n```JavaScript\r\nconst offMethod = onBeforeLoop(callback)\r\n// off\r\noffMethod.off() \r\n```\r\n\r\nBut I think a specific API like `offBeforeLoop` is a better choice. 😜",[3116,3117,3120],{"name":3037,"color":3038},{"name":3118,"color":3119},"wontfix","ffffff",{"name":3023,"color":3024},202,"need to add some `off-*`methods?","2024-01-19T14:56:38Z","https://github.com/Tresjs/tres/issues/202",0.70105964,{"description":3127,"labels":3128,"number":3130,"owner":3026,"repository":3093,"state":3094,"title":3131,"updated_at":3132,"url":3133,"score":3134},"### Description\n\nAs a developer using Tresjs I would like to have a simple way to add a global sound.\n\n### Suggested solution\n\nAn abstraction of: https://threejs.org/docs/index.html?q=audio#api/en/audio/Audio\r\n\r\nYou could consider something like:\r\n\u003CAudio src=\"MYAUDIO_PATH.mp3\" :volume=\"0.3\" /> \r\n\r\nAs example\n\n### Alternative\n\nFeel free to suggest other alternatives\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/cientos/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/cientos/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://cientos.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/cientos/issues) that reports the same bug to avoid creating a duplicate.",[3129],{"name":3089,"color":3090},209,"Global audio component","2023-10-05T21:05:09Z","https://github.com/Tresjs/cientos/issues/209",0.7129252,{"description":3136,"labels":3137,"number":3138,"owner":3026,"repository":3027,"state":3094,"title":3139,"updated_at":3140,"url":3141,"score":3142},"### Describe the bug\r\n\r\nIf the canvasClick event is removed, it will run normally.\r\nThe requirement is to click on a blank area of the scene to modify the model back to its original color.\r\nIs there any way to achieve this?\r\n\r\n### Reproduction\r\n\r\nhttps://stackblitz.com/edit/stackblitz-starters-qdxqhm?file=src%2Fcomponents%2FTheExperience.vue\r\n\r\n### Steps to reproduce\r\n\r\nRun npm install followed by npm run dev\r\n\r\n### System Info\r\n\r\n_No response_\r\n\r\n### Used Package Manager\r\n\r\nnpm\r\n\r\n### Code of Conduct\r\n\r\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\r\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\r\n- [X] Read the [docs](https://tresjs.org/guide).\r\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.\r\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[],561,"Clicking on the scene cannot update model events","2024-03-05T08:24:56Z","https://github.com/Tresjs/tres/issues/561",0.71558607,["Reactive",3144],{},["Set"],["ShallowReactive",3147],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$feOHjJmML84D_xb04QLkUgEzJ2ER4XwECnbmIMSqHGh4":-1},"/Tresjs/cientos/230"]