UNPKG

@types/three

Version:
155 lines (150 loc) 5.42 kB
import { NormalMapTypes } from "../constants.js"; import { Color } from "../math/Color.js"; import { Vector2 } from "../math/Vector2.js"; import { Texture } from "../textures/Texture.js"; import { MapColorPropertiesToColorRepresentations, Material, MaterialProperties } from "./Material.js"; export interface MeshMatcapMaterialProperties extends MaterialProperties { /** * Color of the material. * * @default (1,1,1) */ color: Color; /** * The matcap map. * * @default null */ matcap: Texture | 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`. * * @default null */ map: 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; /** * 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; /** * 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 MeshMatcapMaterialParameters extends Partial<MapColorPropertiesToColorRepresentations<MeshMatcapMaterialProperties>> {} /** * 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. */ export 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?: MeshMatcapMaterialParameters); /** * This flag can be used for type testing. * * @default true */ readonly isMeshMatcapMaterial: boolean; } // eslint-disable-next-line @typescript-eslint/no-empty-interface export interface MeshMatcapMaterial extends MeshMatcapMaterialProperties {}