Skip to content

⬅️ Back to Table of Contents

📄 MeshStandardMaterial.js

📊 Analysis Summary

Metric Count
🔧 Functions 1
🧱 Classes 1
📦 Imports 5

📚 Table of Contents

🛠️ File Location:

📂 src/materials/MeshStandardMaterial.js

📦 Imports

Name Source
TangentSpaceNormalMap ../constants.js
Material ./Material.js
Vector2 ../math/Vector2.js
Color ../math/Color.js
Euler ../math/Euler.js

Functions

MeshStandardMaterial.copy(source: any): this

Parameters:

  • source any

Returns: this

Calls:

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

        super.copy( source );

        this.defines = { 'STANDARD': '' };

        this.color.copy( source.color );
        this.roughness = source.roughness;
        this.metalness = source.metalness;

        this.map = source.map;

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

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

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        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.roughnessMap = source.roughnessMap;

        this.metalnessMap = source.metalnessMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.envMapIntensity = source.envMapIntensity;

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

        this.flatShading = source.flatShading;

        this.fog = source.fog;

        return this;

    }

Classes

MeshStandardMaterial

Class Code
class MeshStandardMaterial extends Material {

    /**
     * Constructs a new mesh standard 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.isMeshStandardMaterial = true;

        this.type = 'MeshStandardMaterial';

        this.defines = { 'STANDARD': '' };

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

        /**
         * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
         * means fully diffuse. If `roughnessMap` is also provided,
         * both values are multiplied.
         *
         * @type {number}
         * @default 1
         */
        this.roughness = 1.0;

        /**
         * How much the material is like a metal. Non-metallic materials such as wood
         * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
         * A value between `0.0` and `1.0` could be used for a rusty metal look.
         * If `metalnessMap` is also provided, both values are multiplied.
         *
         * @type {number}
         * @default 0
         */
        this.metalness = 0.0;

        /**
         * 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;

        /**
         * Emissive (light) color of the material, essentially a solid color
         * unaffected by other lighting.
         *
         * @type {Color}
         * @default (0,0,0)
         */
        this.emissive = new Color( 0x000000 );

        /**
         * Intensity of the emissive light. Modulates the emissive color.
         *
         * @type {number}
         * @default 1
         */
        this.emissiveIntensity = 1.0;

        /**
         * Set emissive (glow) map. The emissive map color is modulated by the
         * emissive color and the emissive intensity. If you have an emissive map,
         * be sure to set the emissive color to something other than black.
         *
         * @type {?Texture}
         * @default null
         */
        this.emissiveMap = null;

        /**
         * 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.
         *
         * @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.
         *
         * @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.
         *
         * @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;

        /**
         * The green channel of this texture is used to alter the roughness of the
         * material.
         *
         * @type {?Texture}
         * @default null
         */
        this.roughnessMap = null;

        /**
         * The blue channel of this texture is used to alter the metalness of the
         * material.
         *
         * @type {?Texture}
         * @default null
         */
        this.metalnessMap = 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. To ensure a physically correct rendering, environment maps
         * are internally pre-processed with {@link PMREMGenerator}.
         *
         * @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();

        /**
         * Scales the effect of the environment map by multiplying its color.
         *
         * @type {number}
         * @default 1
         */
        this.envMapIntensity = 1.0;

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

        /**
         * 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.defines = { 'STANDARD': '' };

        this.color.copy( source.color );
        this.roughness = source.roughness;
        this.metalness = source.metalness;

        this.map = source.map;

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

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

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        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.roughnessMap = source.roughnessMap;

        this.metalnessMap = source.metalnessMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.envMapIntensity = source.envMapIntensity;

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

        this.flatShading = source.flatShading;

        this.fog = source.fog;

        return this;

    }

}

Methods

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

        super.copy( source );

        this.defines = { 'STANDARD': '' };

        this.color.copy( source.color );
        this.roughness = source.roughness;
        this.metalness = source.metalness;

        this.map = source.map;

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

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

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        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.roughnessMap = source.roughnessMap;

        this.metalnessMap = source.metalnessMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapRotation.copy( source.envMapRotation );
        this.envMapIntensity = source.envMapIntensity;

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

        this.flatShading = source.flatShading;

        this.fog = source.fog;

        return this;

    }