📄 MeshBasicNodeMaterial.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 1 |
📦 Imports | 9 |
📊 Variables & Constants | 2 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/materials/nodes/MeshBasicNodeMaterial.js
📦 Imports¶
Name | Source |
---|---|
NodeMaterial |
./NodeMaterial.js |
materialLightMap |
../../nodes/accessors/MaterialNode.js |
BasicEnvironmentNode |
../../nodes/lighting/BasicEnvironmentNode.js |
BasicLightMapNode |
../../nodes/lighting/BasicLightMapNode.js |
BasicLightingModel |
../../nodes/functions/BasicLightingModel.js |
normalViewGeometry |
../../nodes/accessors/Normal.js |
diffuseColor |
../../nodes/core/PropertyNode.js |
directionToFaceDirection |
../../nodes/display/FrontFacingNode.js |
MeshBasicMaterial |
../MeshBasicMaterial.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_defaultValues |
MeshBasicMaterial |
let/var | new MeshBasicMaterial() |
✗ |
node |
any |
let/var | null |
✗ |
Functions¶
MeshBasicNodeMaterial.setupNormal(): any
¶
JSDoc:
/**
* Basic materials are not affected by normal and bump maps so we
* return by default {@link normalViewGeometry}.
*
* @return {Node<vec3>} The normal node.
*/
Returns: any
Calls:
directionToFaceDirection (from ../../nodes/display/FrontFacingNode.js)
MeshBasicNodeMaterial.setupEnvironment(builder: NodeBuilder): any
¶
JSDoc:
/**
* Overwritten since this type of material uses {@link BasicEnvironmentNode}
* to implement the default environment mapping.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?BasicEnvironmentNode<vec3>} The environment node.
*/
Parameters:
builder
NodeBuilder
Returns: any
Calls:
super.setupEnvironment
Code
MeshBasicNodeMaterial.setupLightMap(builder: NodeBuilder): any
¶
JSDoc:
/**
* This method must be overwritten since light maps are evaluated
* with a special scaling factor for basic materials.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?BasicLightMapNode<vec3>} The light map node.
*/
Parameters:
builder
NodeBuilder
Returns: any
Code
MeshBasicNodeMaterial.setupOutgoingLight(): any
¶
JSDoc:
/**
* The material overwrites this method because `lights` is set to `true` but
* we still want to return the diffuse color as the outgoing light.
*
* @return {Node<vec3>} The outgoing light node.
*/
Returns: any
MeshBasicNodeMaterial.setupLightingModel(): BasicLightingModel
¶
JSDoc:
Returns: BasicLightingModel
Classes¶
MeshBasicNodeMaterial
¶
Class Code
class MeshBasicNodeMaterial extends NodeMaterial {
static get type() {
return 'MeshBasicNodeMaterial';
}
/**
* Constructs a new mesh basic node material.
*
* @param {Object} [parameters] - The configuration parameter.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshBasicNodeMaterial = true;
/**
* Although the basic material is by definition unlit, we set
* this property to `true` since we use a lighting model to compute
* the outgoing light of the fragment shader.
*
* @type {boolean}
* @default true
*/
this.lights = true;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
/**
* Basic materials are not affected by normal and bump maps so we
* return by default {@link normalViewGeometry}.
*
* @return {Node<vec3>} The normal node.
*/
setupNormal() {
return directionToFaceDirection( normalViewGeometry ); // see #28839
}
/**
* Overwritten since this type of material uses {@link BasicEnvironmentNode}
* to implement the default environment mapping.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?BasicEnvironmentNode<vec3>} The environment node.
*/
setupEnvironment( builder ) {
const envNode = super.setupEnvironment( builder );
return envNode ? new BasicEnvironmentNode( envNode ) : null;
}
/**
* This method must be overwritten since light maps are evaluated
* with a special scaling factor for basic materials.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?BasicLightMapNode<vec3>} The light map node.
*/
setupLightMap( builder ) {
let node = null;
if ( builder.material.lightMap ) {
node = new BasicLightMapNode( materialLightMap );
}
return node;
}
/**
* The material overwrites this method because `lights` is set to `true` but
* we still want to return the diffuse color as the outgoing light.
*
* @return {Node<vec3>} The outgoing light node.
*/
setupOutgoingLight() {
return diffuseColor.rgb;
}
/**
* Setups the lighting model.
*
* @return {BasicLightingModel} The lighting model.
*/
setupLightingModel() {
return new BasicLightingModel();
}
}