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- import { Material } from './Material.js';
- /**
- * A material used internally for implementing shadow mapping with
- * point lights.
- *
- * Can also be used to customize the shadow casting of an object by assigning
- * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
- * The following examples demonstrates this approach in order to ensure
- * transparent parts of objects do not cast shadows.
- *
- * @augments Material
- */
- class MeshDistanceMaterial extends Material {
- /**
- * Constructs a new mesh distance 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.isMeshDistanceMaterial = true;
- this.type = 'MeshDistanceMaterial';
- /**
- * 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;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- return this;
- }
- }
- export { MeshDistanceMaterial };
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