Buckets:
| import { TangentSpaceNormalMap } from '../constants.js'; | |
| import { Material } from './Material.js'; | |
| import { Vector2 } from '../math/Vector2.js'; | |
| import { Color } from '../math/Color.js'; | |
| /** | |
| * A material implementing toon shading. | |
| * | |
| * @augments Material | |
| */ | |
| class MeshToonMaterial extends Material { | |
| /** | |
| * Constructs a new mesh toon 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.isMeshToonMaterial = true; | |
| this.defines = { 'TOON': '' }; | |
| this.type = 'MeshToonMaterial'; | |
| /** | |
| * Color of the material. | |
| * | |
| * @type {Color} | |
| * @default (1,1,1) | |
| */ | |
| this.color = new Color( 0xffffff ); | |
| /** | |
| * 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; | |
| /** | |
| * Gradient map for toon shading. It's required to set | |
| * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter} | |
| * when using this type of texture. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.gradientMap = null; | |
| /** | |
| * The light map. Requires a second set of UVs. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.lightMap = null; | |
| /** | |
| * Intensity of the baked light. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.lightMapIntensity = 1.0; | |
| /** | |
| * The red channel of this texture is used as the ambient occlusion map. | |
| * Requires a second set of UVs. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.aoMap = null; | |
| /** | |
| * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` | |
| * disables ambient occlusion. Where intensity is `1` and the AO map's | |
| * red channel is also `1`, ambient light is fully occluded on a surface. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.aoMapIntensity = 1.0; | |
| /** | |
| * Emissive (light) color of the material, essentially a solid color | |
| * unaffected by other lighting. | |
| * | |
| * @type {Color} | |
| * @default (0,0,0) | |
| */ | |
| this.emissive = new Color( 0x000000 ); | |
| /** | |
| * Intensity of the emissive light. Modulates the emissive color. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.emissiveIntensity = 1.0; | |
| /** | |
| * Set emissive (glow) map. The emissive map color is modulated by the | |
| * emissive color and the emissive intensity. If you have an emissive map, | |
| * be sure to set the emissive color to something other than black. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.emissiveMap = 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; | |
| /** | |
| * Renders the geometry as a wireframe. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.wireframe = false; | |
| /** | |
| * Controls the thickness of the wireframe. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.wireframeLinewidth = 1; | |
| /** | |
| * Defines appearance of wireframe ends. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {('round'|'bevel'|'miter')} | |
| * @default 'round' | |
| */ | |
| this.wireframeLinecap = 'round'; | |
| /** | |
| * Defines appearance of wireframe joints. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {('round'|'bevel'|'miter')} | |
| * @default 'round' | |
| */ | |
| this.wireframeLinejoin = 'round'; | |
| /** | |
| * 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.color.copy( source.color ); | |
| this.map = source.map; | |
| this.gradientMap = source.gradientMap; | |
| this.lightMap = source.lightMap; | |
| this.lightMapIntensity = source.lightMapIntensity; | |
| this.aoMap = source.aoMap; | |
| this.aoMapIntensity = source.aoMapIntensity; | |
| this.emissive.copy( source.emissive ); | |
| this.emissiveMap = source.emissiveMap; | |
| this.emissiveIntensity = source.emissiveIntensity; | |
| 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.wireframe = source.wireframe; | |
| this.wireframeLinewidth = source.wireframeLinewidth; | |
| this.wireframeLinecap = source.wireframeLinecap; | |
| this.wireframeLinejoin = source.wireframeLinejoin; | |
| this.fog = source.fog; | |
| return this; | |
| } | |
| } | |
| export { MeshToonMaterial }; | |
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