Buckets:
| import { Material } from './Material.js'; | |
| /** | |
| * A material used internally for implementing shadow mapping with | |
| * point lights. | |
| * | |
| * Can also be used to customize the shadow casting of an object by assigning | |
| * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}. | |
| * The following examples demonstrates this approach in order to ensure | |
| * transparent parts of objects do no cast shadows. | |
| * | |
| * @augments Material | |
| */ | |
| class MeshDistanceMaterial extends Material { | |
| /** | |
| * Constructs a new mesh distance material. | |
| * | |
| * @param {Object} [parameters] - An object with one or more properties | |
| * defining the material's appearance. Any property of the material | |
| * (including any property from inherited materials) can be passed | |
| * in here. Color values can be passed any type of value accepted | |
| * by {@link Color#set}. | |
| */ | |
| constructor( parameters ) { | |
| super(); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isMeshDistanceMaterial = true; | |
| this.type = 'MeshDistanceMaterial'; | |
| /** | |
| * The color map. May optionally include an alpha channel, typically combined | |
| * with {@link Material#transparent} or {@link Material#alphaTest}. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.map = null; | |
| /** | |
| * The alpha map is a grayscale texture that controls the opacity across the | |
| * surface (black: fully transparent; white: fully opaque). | |
| * | |
| * Only the color of the texture is used, ignoring the alpha channel if one | |
| * exists. For RGB and RGBA textures, the renderer will use the green channel | |
| * when sampling this texture due to the extra bit of precision provided for | |
| * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and | |
| * luminance/alpha textures will also still work as expected. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.alphaMap = null; | |
| /** | |
| * The displacement map affects the position of the mesh's vertices. Unlike | |
| * other maps which only affect the light and shade of the material the | |
| * displaced vertices can cast shadows, block other objects, and otherwise | |
| * act as real geometry. The displacement texture is an image where the value | |
| * of each pixel (white being the highest) is mapped against, and | |
| * repositions, the vertices of the mesh. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.displacementMap = null; | |
| /** | |
| * How much the displacement map affects the mesh (where black is no | |
| * displacement, and white is maximum displacement). Without a displacement | |
| * map set, this value is not applied. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.displacementScale = 1; | |
| /** | |
| * The offset of the displacement map's values on the mesh's vertices. | |
| * The bias is added to the scaled sample of the displacement map. | |
| * Without a displacement map set, this value is not applied. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.displacementBias = 0; | |
| this.setValues( parameters ); | |
| } | |
| copy( source ) { | |
| super.copy( source ); | |
| this.map = source.map; | |
| this.alphaMap = source.alphaMap; | |
| this.displacementMap = source.displacementMap; | |
| this.displacementScale = source.displacementScale; | |
| this.displacementBias = source.displacementBias; | |
| return this; | |
| } | |
| } | |
| export { MeshDistanceMaterial }; | |
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