@types/three
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TypeScript definitions for three
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TypeScript
import { Color } from "../math/Color.js";
import { Vector2 } from "../math/Vector2.js";
import { Texture } from "../textures/Texture.js";
import { MapColorPropertiesToColorRepresentations } from "./Material.js";
import { MeshStandardMaterial, MeshStandardMaterialProperties } from "./MeshStandardMaterial.js";
export interface MeshPhysicalMaterialProperties extends MeshStandardMaterialProperties {
/**
* The rotation of the anisotropy in tangent, bitangent space, measured in radians
* counter-clockwise from the tangent. When `anisotropyMap` is present, this
* property provides additional rotation to the vectors in the texture.
*
* @default 1
*/
anisotropyRotation: number;
/**
* Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
* bitangent space, to be rotated by `anisotropyRotation`. The blue channel
* contains strength as `[0, 1]` to be multiplied by `anisotropy`.
*
* @default null
*/
anisotropyMap: Texture | null;
/**
* The red channel of this texture is multiplied against `clearcoat`,
* for per-pixel control over a coating's intensity.
*
* @default null
*/
clearcoatMap: Texture | null;
/**
* Roughness of the clear coat layer, from `0.0` to `1.0`.
*
* @default 0
*/
clearcoatRoughness: number;
/**
* The green channel of this texture is multiplied against
* `clearcoatRoughness`, for per-pixel control over a coating's roughness.
*
* @default null
*/
clearcoatRoughnessMap: Texture | null;
/**
* How much `clearcoatNormalMap` affects the clear coat layer, from
* `(0,0)` to `(1,1)`.
*
* @default (1,1)
*/
clearcoatNormalScale: Vector2;
/**
* Can be used to enable independent normals for the clear coat layer.
*
* @default null
*/
clearcoatNormalMap: Texture | null;
/**
* Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
*
* @default 1.5
*/
ior: number;
/**
* Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
* corresponds to an index-of-refraction of `1.5`.
*
* This models the reflectivity of non-metallic materials. It has no effect
* when `metalness` is `1.0`
*
* @name MeshPhysicalMaterial#reflectivity
* @default 0.5
*/
get reflectivity(): number;
set reflectivity(reflectivity: number);
/**
* The red channel of this texture is multiplied against `iridescence`, for per-pixel
* control over iridescence.
*
* @default null
*/
iridescenceMap: Texture | null;
/**
* Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
* Between `1.0` to `2.333`.
*
* @default 1.3
*/
iridescenceIOR: number;
/**
*Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
*
* @default [100,400]
*/
iridescenceThicknessRange: [number, number];
/**
* A texture that defines the thickness of the iridescence layer, stored in the green channel.
* Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
* - `0.0` in the green channel will result in thickness equal to first element of the array.
* - `1.0` in the green channel will result in thickness equal to second element of the array.
* - Values in-between will linearly interpolate between the elements of the array.
*
* @default null
*/
iridescenceThicknessMap: Texture | null;
/**
* The sheen tint.
*
* @default (0,0,0)
*/
sheenColor: Color;
/**
* The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
* over sheen tint.
*
* @default null
*/
sheenColorMap: Texture | null;
/**
* Roughness of the sheen layer, from `0.0` to `1.0`.
*
* @default 1
*/
sheenRoughness: number;
/**
* The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
* over sheen roughness.
*
* @default null
*/
sheenRoughnessMap: Texture | null;
/**
* The red channel of this texture is multiplied against `transmission`, for per-pixel control over
* optical transparency.
*
* @default null
*/
transmissionMap: Texture | null;
/**
* The thickness of the volume beneath the surface. The value is given in the
* coordinate space of the mesh. If the value is `0` the material is
* thin-walled. Otherwise the material is a volume boundary.
*
* @default 0
*/
thickness: number;
/**
* A texture that defines the thickness, stored in the green channel. This will
* be multiplied by `thickness`.
*
* @default null
*/
thicknessMap: Texture | null;
/**
* Density of the medium given as the average distance that light travels in
* the medium before interacting with a particle. The value is given in world
* space units, and must be greater than zero.
*
* @default Infinity
*/
attenuationDistance: number;
/**
* The color that white light turns into due to absorption when reaching the
* attenuation distance.
*
* @default (1,1,1)
*/
attenuationColor: Color;
/**
* A float that scales the amount of specular reflection for non-metals only.
* When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
*
* @default 1
*/
specularIntensity: number;
/**
* The alpha channel of this texture is multiplied against `specularIntensity`,
* for per-pixel control over specular intensity.
*
* @default null
*/
specularIntensityMap: Texture | null;
/**
* Tints the specular reflection at normal incidence for non-metals only.
*
* @default (1,1,1)
*/
specularColor: Color;
/**
* The RGB channels of this texture are multiplied against `specularColor`,
* for per-pixel control over specular color.
*
* @default null
*/
specularColorMap: Texture | null;
set anisotropy(value: number);
/**
* The anisotropy strength.
*
* @default 0
*/
get anisotropy(): number;
set clearcoat(value: number);
/**
* Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
* clear coat related properties to enable multilayer materials that have a
* thin translucent layer over the base layer.
*
* @default 0
*/
get clearcoat(): number;
set iridescence(value: number);
/**
* The intensity of the iridescence layer, simulating RGB color shift based on the angle between
* the surface and the viewer, from `0.0` to `1.0`.
*
* @default 0
*/
get iridescence(): number;
set dispersion(value: number);
/**
* Defines the strength of the angular separation of colors (chromatic aberration) transmitting
* through a relatively clear volume. Any value zero or larger is valid, the typical range of
* realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
*
* @default 0
*/
get dispersion(): number;
set sheen(value: number);
/**
* The intensity of the sheen layer, from `0.0` to `1.0`.
*
* @default 0
*/
get sheen(): number;
set transmission(value: number);
/**
* Degree of transmission (or optical transparency), from `0.0` to `1.0`.
*
* Thin, transparent or semitransparent, plastic or glass materials remain
* largely reflective even if they are fully transmissive. The transmission
* property can be used to model these materials.
*
* When transmission is non-zero, `opacity` should be set to `1`.
*
* @default 0
*/
get transmission(): number;
}
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface MeshPhysicalMaterialParameters
extends Partial<MapColorPropertiesToColorRepresentations<MeshPhysicalMaterialProperties>>
{}
/**
* An extension of the {@link MeshStandardMaterial}, providing more advanced
* physically-based rendering properties:
*
* - Anisotropy: Ability to represent the anisotropic property of materials
* as observable with brushed metals.
* - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
* a clear, reflective layer on top of another layer that may be irregular or rough.
* Clearcoat approximates this effect, without the need for a separate transparent surface.
* - Iridescence: Allows to render the effect where hue varies depending on the viewing
* angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
* wings of many insects.
* - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
* transparent materials are less reflective. Physically-based transmission provides a more
* realistic option for thin, transparent surfaces like glass.
* - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
* - Sheen: Can be used for representing cloth and fabric materials.
*
* As a result of these complex shading features, `MeshPhysicalMaterial` has a
* higher performance cost, per pixel, than other three.js materials. Most
* effects are disabled by default, and add cost as they are enabled. For
* best results, always specify an environment map when using this material.
*/
export class MeshPhysicalMaterial extends MeshStandardMaterial {
constructor(parameters?: MeshPhysicalMaterialParameters);
/**
* This flag can be used for type testing.
*
* @default true
*/
readonly isMeshPhysicalMaterial: boolean;
setValues(values?: MeshPhysicalMaterialParameters): void;
}
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface MeshPhysicalMaterial extends MeshPhysicalMaterialProperties {}