@types/three
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TypeScript definitions for three
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TypeScript
import { Combine, NormalMapTypes } from "../constants.js";
import { Color } from "../math/Color.js";
import { Euler } from "../math/Euler.js";
import { Vector2 } from "../math/Vector2.js";
import { Texture } from "../textures/Texture.js";
import { MapColorPropertiesToColorRepresentations, Material, MaterialProperties } from "./Material.js";
export interface MeshLambertMaterialProperties extends MaterialProperties {
/**
* Color of the material.
*
* @default (1,1,1)
*/
color: Color;
/**
* 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`.
*
* @default null
*/
map: Texture | null;
/**
* The light map. Requires a second set of UVs.
*
* @default null
*/
lightMap: Texture | null;
/**
* Intensity of the baked light.
*
* @default 1
*/
lightMapIntensity: number;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* @default null
*/
aoMap: Texture | 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.
*
* @default 1
*/
aoMapIntensity: number;
/**
* Emissive (light) color of the material, essentially a solid color
* unaffected by other lighting.
*
* @default (0,0,0)
*/
emissive: Color;
/**
* Intensity of the emissive light. Modulates the emissive color.
*
* @default 1
*/
emissiveIntensity: number;
/**
* 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.
*
* @default null
*/
emissiveMap: Texture | 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.
*
* @default null
*/
bumpMap: Texture | null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @default 1
*/
bumpScale: number;
/**
* 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.
*
* @default null
*/
normalMap: Texture | null;
/**
* The type of normal map.
*
* @default TangentSpaceNormalMap
*/
normalMapType: NormalMapTypes;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @default (1,1)
*/
normalScale: Vector2;
/**
* 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.
*
* @default null
*/
displacementMap: Texture | 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.
*
* @default 0
*/
displacementScale: number;
/**
* 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.
*
* @default 0
*/
displacementBias: number;
/**
* Specular map used by the material.
*
* @default null
*/
specularMap: Texture | 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.
*
* @default null
*/
alphaMap: Texture | null;
/**
* The environment map.
*
* @default null
*/
envMap: Texture | null;
/**
* The rotation of the environment map in radians.
*
* @default (0,0,0)
*/
envMapRotation: Euler;
/**
* How to combine the result of the surface's color with the environment map, if any.
*
* When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
* blend between the two colors.
*
* @default MultiplyOperation
*/
combine: Combine;
/**
* How much the environment map affects the surface.
* The valid range is between `0` (no reflections) and `1` (full reflections).
*
* @default 1
*/
reflectivity: number;
/**
* The index of refraction (IOR) of air (approximately 1) divided by the
* index of refraction of the material. It is used with environment mapping
* modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
* The refraction ratio should not exceed `1`.
*
* @default 0.98
*/
refractionRatio: number;
/**
* Renders the geometry as a wireframe.
*
* @default false
*/
wireframe: boolean;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @default 1
*/
wireframeLinewidth: number;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @default 'round'
*/
wireframeLinecap: "round" | "bevel" | "miter";
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @default 'round'
*/
wireframeLinejoin: "round" | "bevel" | "miter";
/**
* Whether the material is rendered with flat shading or not.
*
* @default false
*/
flatShading: boolean;
/**
* Whether the material is affected by fog or not.
*
* @default true
*/
fog: boolean;
}
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface MeshLambertMaterialParameters
extends Partial<MapColorPropertiesToColorRepresentations<MeshLambertMaterialProperties>>
{}
/**
* A material for non-shiny surfaces, without specular highlights.
*
* The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
* model for calculating reflectance. This can simulate some surfaces (such
* as untreated wood or stone) well, but cannot simulate shiny surfaces with
* specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
* shading.
*
* Due to the simplicity of the reflectance and illumination models,
* performance will be greater when using this material over the
* {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
* {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
*/
export class MeshLambertMaterial extends Material {
/**
* Constructs a new mesh lambert 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?: MeshLambertMaterialParameters);
/**
* This flag can be used for type testing.
*
* @default true
*/
readonly isMeshLambertMaterial: boolean;
}
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface MeshLambertMaterial extends MeshLambertMaterialProperties {}