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three

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JavaScript 3D library

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import { Material } from './Material.js'; import { BasicDepthPacking } from '../constants.js'; /** * A material for drawing geometry by depth. Depth is based off of the camera * near and far plane. White is nearest, black is farthest. * * @augments Material */ class MeshDepthMaterial extends Material { /** * Constructs a new mesh depth 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.isMeshDepthMaterial = true; this.type = 'MeshDepthMaterial'; /** * Type for depth packing. * * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)} * @default BasicDepthPacking */ this.depthPacking = BasicDepthPacking; /** * The color map. May optionally include an alpha channel, typically combined * with {@link Material#transparent} or {@link Material#alphaTest}. * * @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; /** * 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. * * @type {?Texture} * @default null */ this.displacementMap = 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. * * @type {number} * @default 0 */ this.displacementScale = 1; /** * 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. * * @type {number} * @default 0 */ this.displacementBias = 0; /** * Renders the geometry as a wireframe. * * @type {boolean} * @default false */ this.wireframe = false; /** * Controls the thickness of the wireframe. * * WebGL and WebGPU ignore this property and always render * 1 pixel wide lines. * * @type {number} * @default 1 */ this.wireframeLinewidth = 1; this.setValues( parameters ); } copy( source ) { super.copy( source ); this.depthPacking = source.depthPacking; this.map = source.map; this.alphaMap = source.alphaMap; this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; return this; } } export { MeshDepthMaterial };