Accueil / npm / three@0.186.1 / src / materials / MeshNormalMaterial.js

MeshNormalMaterial.js

import { TangentSpaceNormalMap } from '../constants.js';
import { Material } from './Material.js';
import { Vector2 } from '../math/Vector2.js';

/**
 * A material that maps the normal vectors to RGB colors.
 *
 * @augments Material
 * @demo scenes/material-browser.html#MeshNormalMaterial
 */
class MeshNormalMaterial extends Material {

	/**
	 * Constructs a new mesh normal 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.isMeshNormalMaterial = true;

		this.type = 'MeshNormalMaterial';

		/**
		 * 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.
		 *
		 * `bumpMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.bumpMap = null;

		/**
		 * How much the bump map affects the material. Typical range is `[0,1]`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.bumpScale = 1;

		/**
		 * 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.
		 *
		 * `normalMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.normalMap = null;

		/**
		 * The type of normal map.
		 *
		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
		 * @default TangentSpaceNormalMap
		 */
		this.normalMapType = TangentSpaceNormalMap;

		/**
		 * How much the normal map affects the material. Typical value range is `[0,1]`.
		 *
		 * @type {Vector2}
		 * @default (1,1)
		 */
		this.normalScale = new Vector2( 1, 1 );

		/**
		 * 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. For best results, pair a
		 * displacement map with a matching normal map, since the renderer can
		 * not recompute surface normals from the displaced vertices.
		 *
		 * @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;

		/**
		 * Whether the material is rendered with flat shading or not.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.flatShading = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.flatShading = source.flatShading;

		return this;

	}

}

export { MeshNormalMaterial };

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