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@types/three

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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 {}