Buckets:
| import { TangentSpaceNormalMap } from '../constants.js'; | |
| import { Material } from './Material.js'; | |
| import { Vector2 } from '../math/Vector2.js'; | |
| import { Color } from '../math/Color.js'; | |
| /** | |
| * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the | |
| * material color and shading. | |
| * | |
| * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes | |
| * baked lighting. It will cast a shadow onto an object that receives shadows | |
| * (and shadow clipping works), but it will not self-shadow or receive | |
| * shadows. | |
| * | |
| * @augments Material | |
| */ | |
| class MeshMatcapMaterial extends Material { | |
| /** | |
| * Constructs a new mesh matcap 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.isMeshMatcapMaterial = true; | |
| this.defines = { 'MATCAP': '' }; | |
| this.type = 'MeshMatcapMaterial'; | |
| /** | |
| * Color of the material. | |
| * | |
| * @type {Color} | |
| * @default (1,1,1) | |
| */ | |
| this.color = new Color( 0xffffff ); // diffuse | |
| /** | |
| * The matcap map. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.matcap = null; | |
| /** | |
| * The color map. May optionally include an alpha channel, typically combined | |
| * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map | |
| * color is modulated by the diffuse `color`. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.map = null; | |
| /** | |
| * The texture to create a bump map. The black and white values map to the | |
| * perceived depth in relation to the lights. Bump doesn't actually affect | |
| * the geometry of the object, only the lighting. If a normal map is defined | |
| * this will be ignored. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.bumpMap = null; | |
| /** | |
| * How much the bump map affects the material. Typical range is `[0,1]`. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.bumpScale = 1; | |
| /** | |
| * The texture to create a normal map. The RGB values affect the surface | |
| * normal for each pixel fragment and change the way the color is lit. Normal | |
| * maps do not change the actual shape of the surface, only the lighting. In | |
| * case the material has a normal map authored using the left handed | |
| * convention, the `y` component of `normalScale` should be negated to compensate | |
| * for the different handedness. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.normalMap = null; | |
| /** | |
| * The type of normal map. | |
| * | |
| * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} | |
| * @default TangentSpaceNormalMap | |
| */ | |
| this.normalMapType = TangentSpaceNormalMap; | |
| /** | |
| * How much the normal map affects the material. Typical value range is `[0,1]`. | |
| * | |
| * @type {Vector2} | |
| * @default (1,1) | |
| */ | |
| this.normalScale = new Vector2( 1, 1 ); | |
| /** | |
| * 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; | |
| /** | |
| * 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; | |
| /** | |
| * Whether the material is rendered with flat shading or not. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.flatShading = false; | |
| /** | |
| * Whether the material is affected by fog or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.fog = true; | |
| this.setValues( parameters ); | |
| } | |
| copy( source ) { | |
| super.copy( source ); | |
| this.defines = { 'MATCAP': '' }; | |
| this.color.copy( source.color ); | |
| this.matcap = source.matcap; | |
| this.map = source.map; | |
| this.bumpMap = source.bumpMap; | |
| this.bumpScale = source.bumpScale; | |
| this.normalMap = source.normalMap; | |
| this.normalMapType = source.normalMapType; | |
| this.normalScale.copy( source.normalScale ); | |
| this.displacementMap = source.displacementMap; | |
| this.displacementScale = source.displacementScale; | |
| this.displacementBias = source.displacementBias; | |
| this.alphaMap = source.alphaMap; | |
| this.flatShading = source.flatShading; | |
| this.fog = source.fog; | |
| return this; | |
| } | |
| } | |
| export { MeshMatcapMaterial }; | |
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