UNPKG

@types/three

Version:
301 lines (296 loc) 10.6 kB
import { 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 MeshStandardMaterialProperties extends MaterialProperties { /** * Color of the material. * * @default (1,1,1) */ color: Color; /** * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0` * means fully diffuse. If `roughnessMap` is also provided, * both values are multiplied. * * @default 1 */ roughness: number; /** * How much the material is like a metal. Non-metallic materials such as wood * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between. * A value between `0.0` and `1.0` could be used for a rusty metal look. * If `metalnessMap` is also provided, both values are multiplied. * * @default 0 */ metalness: number; /** * 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; /** * The green channel of this texture is used to alter the roughness of the * material. * * @default null */ roughnessMap: Texture | null; /** * The blue channel of this texture is used to alter the metalness of the * material. * * @default null */ metalnessMap: 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. To ensure a physically correct rendering, environment maps * are internally pre-processed with {@link PMREMGenerator}. * * @default null */ envMap: Texture | null; /** * The rotation of the environment map in radians. * * @default (0,0,0) */ envMapRotation: Euler; /** * Scales the effect of the environment map by multiplying its color. * * @default 1 */ envMapIntensity: 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 MeshStandardMaterialParameters extends Partial<MapColorPropertiesToColorRepresentations<MeshStandardMaterialProperties>> {} /** * A standard physically based material, using Metallic-Roughness workflow. * * Physically based rendering (PBR) has recently become the standard in many * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/}, * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}. * * This approach differs from older approaches in that instead of using * approximations for the way in which light interacts with a surface, a * physically correct model is used. The idea is that, instead of tweaking * materials to look good under specific lighting, a material can be created * that will react 'correctly' under all lighting scenarios. * * In practice this gives a more accurate and realistic looking result than * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment * shading. * * Note that for best results you should always specify an environment map when using this material. * * For a non-technical introduction to the concept of PBR and how to set up a * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}: * * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/} * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/} * * Technical details of the approach used in three.js (and most other PBR systems) can be found is this * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf} * (pdf), by Brent Burley. */ export class MeshStandardMaterial extends Material { /** * Constructs a new mesh standard 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?: MeshStandardMaterialParameters); /** * This flag can be used for type testing. * * @default true */ readonly isMeshStandardMaterial: boolean; setValues(values?: MeshStandardMaterialParameters): void; } // eslint-disable-next-line @typescript-eslint/no-empty-interface export interface MeshStandardMaterial extends MeshStandardMaterialProperties {}