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three

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JavaScript 3D library

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import { Material } from './Material.js'; import { Color } from '../math/Color.js'; /** * A material for rendering point primitives. * * Materials define the appearance of renderable 3D objects. * * ```js * const vertices = []; * * for ( let i = 0; i < 10000; i ++ ) { * const x = THREE.MathUtils.randFloatSpread( 2000 ); * const y = THREE.MathUtils.randFloatSpread( 2000 ); * const z = THREE.MathUtils.randFloatSpread( 2000 ); * * vertices.push( x, y, z ); * } * * const geometry = new THREE.BufferGeometry(); * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); * const material = new THREE.PointsMaterial( { color: 0x888888 } ); * const points = new THREE.Points( geometry, material ); * scene.add( points ); * ``` * * @augments Material */ class PointsMaterial extends Material { /** * Constructs a new points 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 ) { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isPointsMaterial = true; this.type = 'PointsMaterial'; /** * Color of the material. * * @type {Color} * @default (1,1,1) */ this.color = new Color( 0xffffff ); /** * 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`. * * @type {?Texture} * @default null */ this.map = 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. * * @type {?Texture} * @default null */ this.alphaMap = null; /** * Defines the size of the points in pixels. * * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}. * * @type {number} * @default 1 */ this.size = 1; /** * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only). * * @type {boolean} * @default true */ this.sizeAttenuation = true; /** * Whether the material is affected by fog or not. * * @type {boolean} * @default true */ this.fog = true; this.setValues( parameters ); } copy( source ) { super.copy( source ); this.color.copy( source.color ); this.map = source.map; this.alphaMap = source.alphaMap; this.size = source.size; this.sizeAttenuation = source.sizeAttenuation; this.fog = source.fog; return this; } } export { PointsMaterial };