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📄 MeshBasicMaterial.js

📊 Analysis Summary

Metric Count
🔧 Functions 1
🧱 Classes 1
📦 Imports 4

📚 Table of Contents

🛠️ File Location:

📂 src/materials/MeshBasicMaterial.js

📦 Imports

Name Source
Material ./Material.js
MultiplyOperation ../constants.js
Color ../math/Color.js
Euler ../math/Euler.js

Functions

MeshBasicMaterial.copy(source: any): this

Parameters:

  • source any

Returns: this

Calls:

  • super.copy
  • this.color.copy
  • this.envMapRotation.copy
Code
copy( source ) {

        super.copy( source );

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.fog = source.fog;

        return this;

    }

Classes

MeshBasicMaterial

Class Code
class MeshBasicMaterial extends Material {

    /**
     * Constructs a new mesh basic 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.isMeshBasicMaterial = true;

        this.type = 'MeshBasicMaterial';

        /**
         * Color of the material.
         *
         * @type {Color}
         * @default (1,1,1)
         */
        this.color = new Color( 0xffffff ); // diffuse

        /**
         * 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 light map. Requires a second set of UVs.
         *
         * @type {?Texture}
         * @default null
         */
        this.lightMap = null;

        /**
         * Intensity of the baked light.
         *
         * @type {number}
         * @default 1
         */
        this.lightMapIntensity = 1.0;

        /**
         * The red channel of this texture is used as the ambient occlusion map.
         * Requires a second set of UVs.
         *
         * @type {?Texture}
         * @default null
         */
        this.aoMap = 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.
         *
         * @type {number}
         * @default 1
         */
        this.aoMapIntensity = 1.0;

        /**
         * Specular map used by the material.
         *
         * @type {?Texture}
         * @default null
         */
        this.specularMap = 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 environment map.
         *
         * @type {?Texture}
         * @default null
         */
        this.envMap = null;

        /**
         * The rotation of the environment map in radians.
         *
         * @type {Euler}
         * @default (0,0,0)
         */
        this.envMapRotation = new Euler();

        /**
         * How to combine the result of the surface's color with the environment map, if any.
         *
         * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
         * blend between the two colors.
         *
         * @type {(MultiplyOperation|MixOperation|AddOperation)}
         * @default MultiplyOperation
         */
        this.combine = MultiplyOperation;

        /**
         * How much the environment map affects the surface.
         * The valid range is between `0` (no reflections) and `1` (full reflections).
         *
         * @type {number}
         * @default 1
         */
        this.reflectivity = 1;

        /**
         * The index of refraction (IOR) of air (approximately 1) divided by the
         * index of refraction of the material. It is used with environment mapping
         * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
         * The refraction ratio should not exceed `1`.
         *
         * @type {number}
         * @default 0.98
         */
        this.refractionRatio = 0.98;

        /**
         * Renders the geometry as a wireframe.
         *
         * @type {boolean}
         * @default false
         */
        this.wireframe = false;

        /**
         * Controls the thickness of the wireframe.
         *
         * Can only be used with {@link SVGRenderer}.
         *
         * @type {number}
         * @default 1
         */
        this.wireframeLinewidth = 1;

        /**
         * Defines appearance of wireframe ends.
         *
         * Can only be used with {@link SVGRenderer}.
         *
         * @type {('round'|'bevel'|'miter')}
         * @default 'round'
         */
        this.wireframeLinecap = 'round';

        /**
         * Defines appearance of wireframe joints.
         *
         * Can only be used with {@link SVGRenderer}.
         *
         * @type {('round'|'bevel'|'miter')}
         * @default 'round'
         */
        this.wireframeLinejoin = 'round';

        /**
         * 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.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.fog = source.fog;

        return this;

    }

}

Methods

copy(source: any): this
Code
copy( source ) {

        super.copy( source );

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.fog = source.fog;

        return this;

    }