\r\n \u003C/div>\r\n\u003C/template>\r\n\r\n\u003Cscript setup>\r\nimport { useStore } from './store'\r\nconst store = useStore()\r\n\u003C/script>`\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.",[2867,2870,2873,2876],{"name":2868,"color":2869},"help wanted","008672",{"name":2871,"color":2872},"investigation","D03599",{"name":2874,"color":2875},"PR welcome","2D76B0",{"name":2877,"color":2878},"p2-nice-to-have","D4C5F9",312,"Tresjs","tres","open","Vue Tunnel rat","2024-08-21T20:24:24Z","https://github.com/Tresjs/tres/issues/312",0.72072744,{"description":2888,"labels":2889,"number":2890,"owner":2880,"repository":2881,"state":2882,"title":2891,"updated_at":2892,"url":2893,"score":2894},"### Description\n\nI defined a camera and a light and used the :position attribute, but the type error was displayed in vscode; so I changed :position=\"[3, 3,3]\" to:position=\"new THREE. Vector3(0, 3, 3)\" results in no type error;\r\n\r\nI don't know if it's a version problem or a package version problem.\n\n### Suggested solution\n\n``` vue\r\n\u003Cscript setup lang=\"ts\">\r\n\timport * as THREE from 'three'\r\n\timport { TresCanvas } from '@tresjs/core'\r\n\timport { OrbitControls, vLightHelper } from '@tresjs/cientos'\r\n\r\n\timport Texture_02 from '@/components/texture/texture_02/index.vue'\r\n\tdefineOptions({\r\n\t\tdir_name: 'stickers',\r\n\t})\r\n\u003C/script>\r\n\r\n\u003Ctemplate>\r\n\t\u003Cdiv class=\"container\">\r\n\t\t\u003CTresCanvas shadows clear-color=\"#82DBC5\" preset=\"realistic\" alpha power-preference=\"high-performance\">\r\n\t\t\t\u003COrbitControls />\r\n\r\n \u003C!-- There will be a type problem here -->\r\n\t\t\t\u003CTresPerspectiveCamera :position=\"[3, 3, 3]\" :look-at=\"[0, 0, 0]\" />\r\n\r\n\t\t\t\u003CSuspense>\r\n\t\t\t\t\u003CTexture_02 />\r\n\t\t\t\u003C/Suspense>\r\n\r\n \u003C!-- OK -->\r\n\t\t\t\u003CTresDirectionalLight :intensity=\"1\" :position=\"new THREE.Vector3(0, 3, 3)\" v-light-helper />\r\n\t\t\u003C/TresCanvas>\r\n\t\u003C/div>\r\n\u003C/template>\r\n\r\n\u003Cstyle lang=\"scss\" scoped>\r\n\t.container {\r\n\t\twidth: 100%;\r\n\t\theight: 100%;\r\n\t\tdisplay: flex;\r\n\t\talign-items: center;\r\n\t\tjustify-content: center;\r\n\t}\r\n\u003C/style>\r\n\r\n```\n\n### Alternative\n\nAt first I thought: position=\"new THREE.Vector3(0, 3, 3)\" is a better way to understand the original parameters of threejs, but after reading the documentation, I found: position=\"[0,3,3]\" is simpler ;But the recommended writing method in the document is: position=\"[0,3,3]\"\r\n\r\n\r\n\n\n### Additional context\n\n\r\n\r\n\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.",[],696,"position type is incorrect","2024-05-27T03:45:05Z","https://github.com/Tresjs/tres/issues/696",0.7256948,{"description":2896,"labels":2897,"number":2901,"owner":2880,"repository":2881,"state":2882,"title":2902,"updated_at":2903,"url":2904,"score":2905},"## Description\n\nAs a developer using TresJS, I need a way to gracefully handle and display runtime errors that occur within the TresCanvas component and its children. This would improve the development experience and make it easier to debug issues in production.\n\n## Motivation\nCurrently, when an error occurs within TresCanvas or any of its child components (lights, meshes, materials, etc.) or threejs, the error can cause the entire application to crash or render a blank canvas without any meaningful feedback. This makes it difficult to:\n\n1. Identify the source of the error\n2. Debug issues in development\n3. Provide a fallback UI in production\n4. Handle errors gracefully without affecting the rest of the application\n\n## Proposal\n\nAdd an Error Boundary feature to TresCanvas that would:\n\n1. Catch runtime errors in:\n - Scene initialization\n - Component mounting/unmounting\n - Animation frame updates\n - Resource loading (textures, models, etc.)\n - Child component errors\n\n2. Provide a customizable error display that shows:\n - Error message and stack trace (in development)\n - Component tree path to the error\n - Simplified error message (in production)\n\n3. Include built-in error handling for common ThreeJS-specific errors:\n - WebGL context loss\n - Texture loading failures\n - Geometry errors\n - Material compilation errors\n\n\n## Suggested solution\n\n### Implementation Details\n\n```vue\n\u003Ctemplate>\n \u003CTresCanvas\n :error-boundary=\"true\"\n :error-fallback=\"customErrorComponent\"\n @error=\"handleError\"\n >\n \u003C!-- Scene content -->\n \u003C/TresCanvas>\n\u003C/template>\n```\n\nThe error boundary would inject necessary CSS styles automatically for the error display, eliminating the need for external CSS files. The styles would be scoped to the error boundary container to avoid conflicts.\n\n### Default Error Display\nThe default error display would be a styled overlay with:\n- Error message\n- Stack trace (in development)\n- Retry button\n- Option to copy error details\n- Responsive design that maintains the canvas aspect ratio\n\n```typescript\n// Internal styling injection\nconst errorStyles = `\n .tres-error-boundary {\n position: relative;\n width: 100%;\n height: 100%;\n background: rgba(30, 30, 30, 0.95);\n color: #fff;\n font-family: monospace;\n padding: 1rem;\n overflow: auto;\n }\n .tres-error-message {\n color: #ff5555;\n margin-bottom: 1rem;\n }\n .tres-error-stack {\n font-size: 0.9em;\n white-space: pre-wrap;\n }\n .tres-error-retry {\n background: #4a4a4a;\n border: none;\n color: white;\n padding: 0.5rem 1rem;\n margin-top: 1rem;\n cursor: pointer;\n }\n`\n```\n\n## Opt-in vs Opt-out Discussion\n\n### Opt-in Approach\n\n```vue\n\u003C!-- Explicit opt-in -->\n\u003CTresCanvas :error-boundary=\"true\">\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n```\n\n#### Pros:\n- More explicit and intentional usage\n- Smaller initial bundle size (code-splitting possible)\n- Developers consciously choose when to use error boundaries\n- Better control over error handling strategies\n\n#### Cons:\n- Requires additional configuration for each TresCanvas instance\n- May lead to inconsistent error handling across the application\n- Developers might forget to add error boundaries where needed\n\n### Opt-out Approach\n\n```vue\n\u003C!-- Error boundaries enabled by default -->\n\u003CTresCanvas>\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n\n\u003C!-- Explicit opt-out -->\n\u003CTresCanvas :error-boundary=\"false\">\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n```\n\n#### Pros:\n- Better developer experience out of the box\n- Consistent error handling across the application\n- Safer default behavior\n- Less configuration needed\n\n#### Cons:\n- Slightly larger initial bundle size\n- May be unnecessary for simple scenes\n- Less explicit about error handling behavior\n\n\n\n\n### Alternative\n\n_No response_\n\n### Additional context\n\n## Questions for Discussion\n\n1. Should error boundaries be opt-in or opt-out by default?\n2. What additional information would be helpful in the error display?\n3. Should we provide different error displays for development and production?\n4. How should we handle WebGL-specific errors differently from Vue component errors?\n\nFeel free to share your thoughts and suggestions on this proposal!\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.",[2898],{"name":2899,"color":2900},"p3-significant","2C78E3",923,"Error Boundary for TresCanvas","2025-02-06T13:45:39Z","https://github.com/Tresjs/tres/issues/923",0.73068607,{"description":2907,"labels":2908,"number":2909,"owner":2880,"repository":2881,"state":2910,"title":2911,"updated_at":2912,"url":2913,"score":2914},"### Describe the bug\n\nThis error hapend when I write ` const state = useTres()` or `const { state } = useTres()` In devtools, and the scene is not loaded.\r\nThis is my code (in App.vue):\r\n```\u003Cscript setup lang=\"ts\">\r\nimport { TresCanvas, extend, useTres } from '@tresjs/core';\r\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js'\r\nimport { watchEffect } from 'vue'\r\n\r\nconst state = useTres()\r\n\r\nlet controls: OrbitControls | null = null\r\n\r\nwatchEffect(()=>{\r\n if (state.renderer && state.camera) {\r\n controls = new OrbitControls(state.camera.value!, state.renderer.value.domElement )\r\n }\r\n})\r\n\r\nextend({OrbitControls})\r\n\u003C/script>\r\n\r\n\u003Ctemplate>\r\n \u003CTresCanvas window-size>\r\n \u003CTresPerspectiveCamera />\r\n\r\n \u003CTresScene>\r\n \u003CTresMesh>\r\n \u003CTresBoxGeometry />\r\n \u003CTresMeshNormalMaterial />\r\n \u003C/TresMesh>\r\n \u003C/TresScene>\r\n \u003C/TresCanvas>\r\n\u003C/template>\r\n```\r\n\r\nI did it like in this tutorial: [The tutorial](https://youtu.be/QP3gCY5_dds)\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-fg1y4w?file=src%2FApp.vue\n\n### Steps to reproduce\n\nAdd \r\n```\r\nimport { useTres } from '@tresjs/core';\r\nconst state = useTres()\r\n```\r\nto your code\n\n### System Info\n\n_No response_\n\n### Used Package Manager\n\nnpm\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.",[],410,"closed","Uncaught Error: useTresContext must be used together with useTresContextProvider","2023-09-30T07:00:08Z","https://github.com/Tresjs/tres/issues/410",0.68224144,{"description":2916,"labels":2917,"number":2918,"owner":2880,"repository":2881,"state":2910,"title":2919,"updated_at":2920,"url":2921,"score":2922},"# Goal\r\nGenerate three-shakeable components on build time to avoid the need for a catalog of global components. This will be probably a BREAKING CHANGE, especially for cientos.\r\n\r\n```vue\r\n\u003Cscript setup lang=\"ts\">\r\n\r\nimport { TresCanvas, TresPerspectiveCamera, TresScene, TresAmbienLight, useRenderLoop } from '@tresjs/core' \r\nimport { OrbitControls, TransformControls } from '@tresjs/cientos'\r\n\r\nconst sphereRef = ref()\r\n\r\nconst { onLoop } = useRenderLoop()\r\n\r\nonLoop(({ elapsed }) => {\r\n sphereRef.value.position.y += Math.sin(elapsed * 0.01) * 0.1\r\n})\r\n\u003C/script>\r\n\u003Ctemplate>\r\n \u003CTresCanvas v-bind=\"state\">\r\n \u003CTresPerspectiveCamera :position=\"[5, 5, 5]\" :fov=\"45\" :near=\"0.1\" :far=\"1000\" :look-at=\"[-8, 3, -3]\" />\r\n \u003COrbitControls make-default />\r\n \u003CTresScene>\r\n \u003CTresAmbientLight :intensity=\"0.5\" />\r\n \u003CTransformControls mode=\"scale\" :object=\"sphereRef\" />\r\n\r\n \u003CTresMesh ref=\"sphereRef\" :position=\"[0, 4, 0]\" cast-shadow>\r\n \u003CTresSphereGeometry />\r\n \u003CTresMeshToonMaterial color=\"#FBB03B\" />\r\n \u003C!-- \u003CTresMeshToonMaterial color=\"#FBB03B\" /> -->\r\n \u003C/TresMesh>\r\n \u003CTresDirectionalLight :position=\"[0, 8, 4]\" :intensity=\"0.7\" cast-shadow />\r\n \u003CTresMesh :rotation=\"[-Math.PI / 2, 0, 0]\" receive-shadow>\r\n \u003CTresPlaneGeometry :args=\"[10, 10, 10, 10]\" />\r\n \u003CTresMeshToonMaterial />\r\n \u003C/TresMesh>\r\n \u003CTresDirectionalLight :position=\"[0, 2, 4]\" :intensity=\"1\" cast-shadow />\r\n \u003C/TresScene>\r\n \u003C/TresCanvas>\r\n\u003C/template>\r\n\r\n```\r\n\r\n- [ ] Using a vite plugin to generate all the components from THREE instances (Except Scene)\r\n- [ ] Each component should locally register components on the slots (is possible?)\r\n- [ ] Typescript Definition for the components generated from the ThreeJS instance\r\n- [ ] Include them in the final bundle\r\n- [ ] Strategy for replacing catalog `extend` \r\n- [ ] Update the way `cientos` extends the catalog\r\n",[],104,"Generate instances on build-time rather than run-time","2023-03-13T14:26:46Z","https://github.com/Tresjs/tres/issues/104",0.68271255,{"description":2924,"labels":2925,"number":2930,"owner":2880,"repository":2881,"state":2910,"title":2931,"updated_at":2932,"url":2933,"score":2934},"**Is your feature request related to a problem? Please describe.**\r\nSince a potential user is interested in using TresJS to load FBX models and to be honest, along with Gltf is one of the most used formats let's add support for it \r\n\r\n**Describe the solution you'd like**\r\nSame thing as `useGLTF`but for `fbx` models\r\n\r\n**Suggested solution**\r\n\r\n```\r\nimport { useFBX } from '@tresjs/cientos'\r\n\r\nconst { scene } = await useFBX('/models/AkuAku.fbx')\r\n```\r\n\r\nor \r\n\r\n```\r\n\u003Cscript setup lang=\"ts\">\r\nimport { OrbitControls, FBXModel } from '@tresjs/cientos'\r\n\u003C/script>\r\n\u003Ctemplate>\r\n \u003CSuspense>\r\n \u003CTresCanvas clear-color=\"#82DBC5\" shadows alpha>\r\n \u003CTresPerspectiveCamera :position=\"[11, 11, 11]\" />\r\n \u003COrbitControls />\r\n \u003CTresScene>\r\n \u003CFBXModel path=\"/models/AkuAku.fbx\" />\r\n \u003CTresDirectionalLight :position=\"[-4, 8, 4]\" :intensity=\"1.5\" cast-shadow />\r\n \u003C/TresScene>\r\n \u003C/TresCanvas>\r\n \u003C/Suspense>\r\n\u003C/template>\r\n```\r\n\r\nfor the composable import the loader from `three-stdlib`\r\n\r\n- [ ] Update docs",[2926,2929],{"name":2927,"color":2928},"good first issue","7057ff",{"name":2868,"color":2869},67,"useFbx composable and component for cientos","2023-01-10T18:48:31Z","https://github.com/Tresjs/tres/issues/67",0.7302314,{"description":2936,"labels":2937,"number":2939,"owner":2880,"repository":2881,"state":2910,"title":2940,"updated_at":2941,"url":2942,"score":2943},"**Is your feature request related to a problem? Please describe.**\r\n\r\nTresJS is intended to be as simple and verbose as possible, but we can add an optional \"preset\" configuration for example for realistic scenes\r\n\r\n**Describe the solution you'd like**\r\n\r\n```\r\n\u003CTresCanvas preset=\"realistic\" />\r\n```\r\n\r\nWould set the following properties to the render\r\n\r\n```\r\nrenderer.physicallyCorrectLights = true // real lights\r\nrenderer.outputEncoding = THREE.sRGBEncoding // gama correction\r\nrenderer.toneMapping = THREE.ACESFilmicToneMapping\r\nrenderer.toneMappingExposure = 3\r\nrenderer.shadowMap.enabled = true\r\nrenderer.shadowMap.type = THREE.PCFSoftShadowMap\r\n```\r\n\r\n",[2938],{"name":2927,"color":2928},109,"Renderer presets","2023-02-19T13:59:01Z","https://github.com/Tresjs/tres/issues/109",0.7319032,{"description":2945,"labels":2946,"number":2950,"owner":2880,"repository":2881,"state":2910,"title":2951,"updated_at":2952,"url":2953,"score":2954},"**Is your feature request related to a problem? Please describe.**\r\nIn the current implementation, `useTres` uses a [global state](https://github.com/Tresjs/tres/blob/196606faba790a81dc9b8cdf36133400bcdbb545/src/composables/useTres/index.ts#L100) which has some downsides.\r\n\r\n1. It prevents having multiple canvases on the same page. Fixing this issue might help solving #153 \r\n2. Fixing this issue might help solving #173 \r\n3. Global states are prone to [cross-request state pollution](https://vuejs.org/guide/scaling-up/ssr.html#cross-request-state-pollution) in the SSR context\r\n4. One could put anything inside the state by using [setState](https://github.com/Tresjs/tres/blob/196606faba790a81dc9b8cdf36133400bcdbb545/src/composables/useTres/index.ts#L128), but there would be no representation of it in [TresState](https://github.com/Tresjs/tres/blob/196606faba790a81dc9b8cdf36133400bcdbb545/src/composables/useTres/index.ts#L5). DX suffers from this.\r\n\r\n**Describe the solution you'd like**\r\nWe could restructure `useTres` to make it use the [provide context pattern](https://medium.com/@maoberlehner/context-and-provider-pattern-with-the-vue-3-composition-api-17247eb7b001). `TresCanvas` would be the entity to provide things like renderer, camera and so on (see [TresState](https://github.com/Tresjs/tres/issues/new?assignees=&labels=enhancement&template=feature-request-%F0%9F%AA%90.md)). Any entity being child of `TresCanvas` could use the composable that injects those things.\r\n\r\n**Additional context**\r\nI'm not 100% sure if my proposed solution works. Let's see this issue as a opportunity for a little experiment 😊.\r\n",[2947],{"name":2948,"color":2949},"v2","FEE22E",183,"feat: restructuring useTres using the provide context pattern","2023-04-04T15:47:17Z","https://github.com/Tresjs/tres/issues/183",0.73354787,{"description":2956,"labels":2957,"number":2958,"owner":2880,"repository":2959,"state":2910,"title":2960,"updated_at":2961,"url":2962,"score":2963},"### Describe the bug\n\nHi! \r\nTLDR;\r\nI was wondering if there is a way to make the Precipitation component animate after using disableRender on the main TresCanvas.\r\n\r\nWhole story:\r\nI currently playing with custom shaders and wanted to try them inside Tres, I created a function that extracts the context of the TresCanvas component from a ref to create the RenderPass:\r\n\r\n```const addRenderPasses = () => {\r\n // render pass\r\n const renderPass = new RenderPass(\r\n tresCanvas.value.context.scene.value,\r\n tresCanvas.value.context.camera.value\r\n )\r\n\r\n // Distortion pass\r\n distortPass.value = new ShaderPass(LensDistortionShader)\r\n distortPass.value.material.defines.CHROMA_SAMPLES = 10\r\n\r\n // compopser\r\n composer.value = new EffectComposer(tresCanvas.value.context.renderer.value)\r\n composer.value.setSize(window.innerWidth, window.innerHeight)\r\n composer.value.setPixelRatio(window.devicePixelRatio * 1.3)\r\n\r\n // output pass\r\n const outputPass = new OutputPass()\r\n\r\n // add the passes\r\n composer.value.addPass(renderPass)\r\n composer.value.addPass(distortPass.value)\r\n composer.value.addPass(outputPass)\r\n}\r\n```\r\n\r\nThe thing here is that for me to apply the RenderPass to the TresCanvas we need to disable the default renderer, which means that the Precipitation component from cientos no longer animates, I'm no master at three.js, but if you can guide me on where to thinker, I might be able to sort this. If you have any ideas or advice on how to make this run I am all ears! Other than that, I'm loving Tres.js and its companion libraries (Cientos, Leches and Post Processing)!\r\n\r\nLet me know if you need more context or info!\r\n\r\nCheers!\r\n\r\n\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-5sm94z\n\n### Steps to reproduce\n\nDescribed above and clear on the stackblitz example\n\n### System Info\n\n```shell\nUsing Stackblitz\n```\n\n\n### Used Package Manager\n\nnpm\n\n### Code of Conduct\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.\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[],276,"cientos","How to animate the Precipitation component when using \"disableRender\" on the TresCanvas","2023-11-03T19:38:52Z","https://github.com/Tresjs/cientos/issues/276",0.7366317,{"description":2965,"labels":2966,"number":104,"owner":2880,"repository":2959,"state":2910,"title":2969,"updated_at":2970,"url":2971,"score":2972},"**Is your feature request related to a problem? Please describe.**\r\n`packages/cientos/core/OrbitControls.vue` offers limited props\r\n\r\n```ts\r\nexport interface OrbitControlsProps {\r\n /**\r\n * Whether to make this the default controls.\r\n *\r\n * @default false\r\n * @type {boolean}\r\n * @memberof OrbitControlsProps\r\n * @see https://threejs.org/docs/#examples/en/controls/OrbitControls\r\n */\r\n makeDefault?: boolean\r\n /**\r\n * The camera to control.\r\n *\r\n * @type {Camera}\r\n * @memberof OrbitControlsProps\r\n * @see https://threejs.org/docs/#examples/en/controls/OrbitControls\r\n */\r\n camera?: Camera\r\n /**\r\n * The dom element to listen to.\r\n *\r\n * @type {HTMLElement}\r\n * @memberof OrbitControlsProps\r\n * @see https://threejs.org/docs/#examples/en/controls/OrbitControls\r\n */\r\n domElement?: HTMLElement\r\n /**\r\n * The target to orbit around.\r\n *\r\n * @type {Ref\u003CVector3>}\r\n * @memberof OrbitControlsProps\r\n * @see https://threejs.org/docs/#examples/en/controls/OrbitControls\r\n */\r\n target?: Ref\u003CVector3>\r\n /**\r\n * Whether to enable damping.\r\n *\r\n * @default false\r\n * @type {boolean}\r\n * @memberof OrbitControlsProps\r\n * @see https://threejs.org/docs/#examples/en/controls/OrbitControls\r\n */\r\n enableDamping?: boolean\r\n}\r\n```\r\n\r\n\r\n**Describe the solution you'd like**\r\nThe ThreeJS [OrbitControls](https://threejs.org/docs/#examples/en/controls/OrbitControls) has way more features and properties we could support\r\n\r\n**Suggested solution**\r\nAdd rest of the properties to abstraction\r\n\r\n**Additional context**\r\nAdd any other context or screenshots about the feature request here.\r\n",[2967,2968],{"name":2927,"color":2928},{"name":2868,"color":2869},"Enhance OrbitControls cientos abstraction","2023-05-18T13:44:09Z","https://github.com/Tresjs/cientos/issues/3",0.73673666,["Reactive",2974],{},["Set"],["ShallowReactive",2977],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$firMthI_Ems22vXSnMq-oQiwmcbvVhkbqTKt9LKytw80":-1},"/Tresjs/tres/573"]