@realsee/five
Version:
Realsee Renderer SDK
131 lines (130 loc) • 4.82 kB
TypeScript
import * as THREE from "three";
import { PBMMaterial, PBMMeshShaderType, PBMPanoPicture, PBMPanoFilterValue, PBMPanoDepth, PBMRefinedScreen, PBMClipperParameter, PBMCustomShader, PBMAlphaMode, PBMTransition, PBMColorStyle, PBMRoofStyle, PBMFloorStyle } from "./pbmMaterial";
export interface PBMMeshMaterialParameters extends THREE.MaterialParameters, THREE.MaterialParameters, THREE.MeshBasicMaterialParameters, THREE.MeshPhongMaterialParameters, THREE.MeshStandardMaterialParameters {
shaderType?: PBMMeshShaderType;
vertexMarks?: boolean;
colorAlpha?: number;
alphaMode?: PBMAlphaMode;
pano0?: PBMPanoPicture | null;
pano1?: PBMPanoPicture | null;
pano0Depth?: PBMPanoDepth | null;
pano1Depth?: PBMPanoDepth | null;
panoFilter?: PBMPanoFilterValue | null;
refinedScreen?: PBMRefinedScreen | null;
modelAlpha?: number;
progress?: number;
transition?: PBMTransition;
colorStyle?: PBMColorStyle;
constantColor?: THREE.Vector3;
floorIndex?: number;
shownFloorIndex?: number;
roofStyle?: PBMRoofStyle;
floorStyle?: PBMFloorStyle;
gradientTexture?: THREE.Texture | null;
brightness?: number;
colorSaturation?: number;
colorBrightness?: number;
useHQWeight?: boolean;
useHQDepth?: boolean;
depthOffset?: number;
modelBoundingMin?: THREE.Vector3;
modelBoundingMax?: THREE.Vector3;
clippers?: PBMClipperParameter[];
customShaders?: PBMCustomShader[];
}
declare class PBMMeshMaterial extends PBMMaterial implements THREE.MeshBasicMaterial, THREE.MeshPhongMaterial, THREE.MeshStandardMaterial {
readonly isPBMMeshMaterial: true;
readonly isShaderMaterial: true;
readonly isMeshBasicMaterial: boolean;
readonly isMeshPhongMaterial: boolean;
readonly isMeshStandardMaterial: boolean;
readonly isMeshPhysicalMaterial: boolean;
shaderType: PBMMeshShaderType;
vertexTangents: boolean;
color: THREE.Color;
map: THREE.Texture | null;
lightMap: THREE.Texture | null;
lightMapIntensity: number;
aoMap: THREE.Texture | null;
aoMapIntensity: number;
specularMap: THREE.Texture | null;
specular: THREE.Color;
shininess: number;
roughnessMap: THREE.Texture | null;
roughness: number;
metalnessMap: THREE.Texture | null;
metalness: number;
alphaMap: THREE.Texture | null;
combine: THREE.Combine;
envMap: THREE.Texture | THREE.CubeTexture | null;
envMapIntensity: number;
reflectivity: number;
refractionRatio: number;
emissiveMap: THREE.Texture | null;
emissive: THREE.Color;
emissiveIntensity: number;
bumpMap: THREE.Texture | null;
bumpScale: number;
normalMap: THREE.Texture | null;
normalMapType: THREE.NormalMapTypes;
normalScale: THREE.Vector2;
displacementMap: THREE.Texture | null;
displacementScale: number;
displacementBias: number;
clearcoat: number;
clearcoatMap: THREE.Texture | null;
clearcoatRoughness: number;
clearcoatRoughnessMap: THREE.Texture | null;
clearcoatNormalScale: THREE.Vector2;
clearcoatNormalMap: THREE.Texture | null;
sheen: THREE.Color | null;
transparency: number;
wireframe: boolean;
wireframeLinewidth: number;
wireframeLinecap: string;
wireframeLinejoin: string;
skinning: boolean;
morphTargets: boolean;
morphNormals: boolean;
metal: boolean;
vertexMarks: boolean;
alphaMode: PBMAlphaMode;
colorAlpha: number;
pano0: PBMPanoPicture | null;
pano1: PBMPanoPicture | null;
pano0Depth: PBMPanoDepth | null;
pano1Depth: PBMPanoDepth | null;
panoFilter: PBMPanoFilterValue | null;
refinedScreen: PBMRefinedScreen | null;
modelAlpha: number;
progress: number;
transition: PBMTransition;
colorStyle: PBMColorStyle;
constantColor: THREE.Vector3;
floorIndex: number;
shownFloorIndex: number;
roofStyle: PBMRoofStyle;
floorStyle: PBMFloorStyle;
gradientTexture: THREE.Texture | null;
brightness: number;
colorSaturation: number;
colorBrightness: number;
useHQWeight: boolean;
useHQDepth: boolean;
depthOffset: number;
modelBoundingMin: THREE.Vector3;
modelBoundingMax: THREE.Vector3;
clipping: boolean;
clippers: readonly PBMClipperParameter[];
customShaders: readonly PBMCustomShader[];
onBeforeRender?: (renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera, geometry: THREE.BufferGeometry | THREE.Geometry, object: THREE.Object3D, group: THREE.Group) => void;
constructor(parameters?: PBMMeshMaterialParameters | PBMMeshShaderType);
copy(source: PBMMeshMaterial): this;
clone(): this;
/**
* @deprecated
* 已经不需要再被调用了
*/
refreshUniforms(): void;
}
export { PBMMeshMaterial };