📄 MeshStandardNodeMaterial.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 1 |
📦 Imports | 16 |
📊 Variables & Constants | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/materials/nodes/MeshStandardNodeMaterial.js
📦 Imports¶
Name | Source |
---|---|
NodeMaterial |
./NodeMaterial.js |
diffuseColor |
../../nodes/core/PropertyNode.js |
metalness |
../../nodes/core/PropertyNode.js |
roughness |
../../nodes/core/PropertyNode.js |
specularColor |
../../nodes/core/PropertyNode.js |
specularF90 |
../../nodes/core/PropertyNode.js |
mix |
../../nodes/math/MathNode.js |
materialRoughness |
../../nodes/accessors/MaterialNode.js |
materialMetalness |
../../nodes/accessors/MaterialNode.js |
getRoughness |
../../nodes/functions/material/getRoughness.js |
PhysicalLightingModel |
../../nodes/functions/PhysicalLightingModel.js |
EnvironmentNode |
../../nodes/lighting/EnvironmentNode.js |
float |
../../nodes/tsl/TSLBase.js |
vec3 |
../../nodes/tsl/TSLBase.js |
vec4 |
../../nodes/tsl/TSLBase.js |
MeshStandardMaterial |
../MeshStandardMaterial.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_defaultValues |
MeshStandardMaterial |
let/var | new MeshStandardMaterial() |
✗ |
metalnessNode |
any |
let/var | this.metalnessNode ? float( this.metalnessNode ) : materialMetalness |
✗ |
roughnessNode |
any |
let/var | this.roughnessNode ? float( this.roughnessNode ) : materialRoughness |
✗ |
Functions¶
MeshStandardNodeMaterial.setupEnvironment(builder: NodeBuilder): any
¶
JSDoc:
/**
* Overwritten since this type of material uses {@link EnvironmentNode}
* to implement the PBR (PMREM based) environment mapping. Besides, the
* method honors `Scene.environment`.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?EnvironmentNode<vec3>} The environment node.
*/
Parameters:
builder
NodeBuilder
Returns: any
Calls:
super.setupEnvironment
Code
MeshStandardNodeMaterial.setupLightingModel(): PhysicalLightingModel
¶
JSDoc:
Returns: PhysicalLightingModel
MeshStandardNodeMaterial.setupSpecular(): void
¶
JSDoc:
Returns: void
Calls:
mix (from ../../nodes/math/MathNode.js)
vec3 (from ../../nodes/tsl/TSLBase.js)
specularColor.assign
specularF90.assign
Code
MeshStandardNodeMaterial.setupVariants(): void
¶
JSDoc:
/**
* Setups the standard specific node variables.
*
* @param {NodeBuilder} builder - The current node builder.
*/
Returns: void
Calls:
float (from ../../nodes/tsl/TSLBase.js)
metalness.assign
getRoughness (from ../../nodes/functions/material/getRoughness.js)
roughness.assign
this.setupSpecular
diffuseColor.assign
vec4 (from ../../nodes/tsl/TSLBase.js)
diffuseColor.rgb.mul
metalnessNode.oneMinus
Internal Comments:
Code
setupVariants() {
// METALNESS
const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
metalness.assign( metalnessNode );
// ROUGHNESS
let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
roughnessNode = getRoughness( { roughness: roughnessNode } );
roughness.assign( roughnessNode );
// SPECULAR COLOR
this.setupSpecular();
// DIFFUSE COLOR
diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
}
MeshStandardNodeMaterial.copy(source: any): NodeMaterial
¶
Parameters:
source
any
Returns: NodeMaterial
Calls:
super.copy
Code
Classes¶
MeshStandardNodeMaterial
¶
Class Code
class MeshStandardNodeMaterial extends NodeMaterial {
static get type() {
return 'MeshStandardNodeMaterial';
}
/**
* Constructs a new mesh standard 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.isMeshStandardNodeMaterial = true;
/**
* Set to `true` because standard materials react on lights.
*
* @type {boolean}
* @default true
*/
this.lights = true;
/**
* The emissive color of standard materials is by default inferred from the `emissive`,
* `emissiveIntensity` and `emissiveMap` properties. This node property allows to
* overwrite the default and define the emissive color with a node instead.
*
* If you don't want to overwrite the emissive color but modify the existing
* value instead, use {@link materialEmissive}.
*
* @type {?Node<vec3>}
* @default null
*/
this.emissiveNode = null;
/**
* The metalness of standard materials is by default inferred from the `metalness`,
* and `metalnessMap` properties. This node property allows to
* overwrite the default and define the metalness with a node instead.
*
* If you don't want to overwrite the metalness but modify the existing
* value instead, use {@link materialMetalness}.
*
* @type {?Node<float>}
* @default null
*/
this.metalnessNode = null;
/**
* The roughness of standard materials is by default inferred from the `roughness`,
* and `roughnessMap` properties. This node property allows to
* overwrite the default and define the roughness with a node instead.
*
* If you don't want to overwrite the roughness but modify the existing
* value instead, use {@link materialRoughness}.
*
* @type {?Node<float>}
* @default null
*/
this.roughnessNode = null;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
/**
* Overwritten since this type of material uses {@link EnvironmentNode}
* to implement the PBR (PMREM based) environment mapping. Besides, the
* method honors `Scene.environment`.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {?EnvironmentNode<vec3>} The environment node.
*/
setupEnvironment( builder ) {
let envNode = super.setupEnvironment( builder );
if ( envNode === null && builder.environmentNode ) {
envNode = builder.environmentNode;
}
return envNode ? new EnvironmentNode( envNode ) : null;
}
/**
* Setups the lighting model.
*
* @return {PhysicalLightingModel} The lighting model.
*/
setupLightingModel( /*builder*/ ) {
return new PhysicalLightingModel();
}
/**
* Setups the specular related node variables.
*/
setupSpecular() {
const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
specularColor.assign( specularColorNode );
specularF90.assign( 1.0 );
}
/**
* Setups the standard specific node variables.
*
* @param {NodeBuilder} builder - The current node builder.
*/
setupVariants() {
// METALNESS
const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
metalness.assign( metalnessNode );
// ROUGHNESS
let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
roughnessNode = getRoughness( { roughness: roughnessNode } );
roughness.assign( roughnessNode );
// SPECULAR COLOR
this.setupSpecular();
// DIFFUSE COLOR
diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
}
copy( source ) {
this.emissiveNode = source.emissiveNode;
this.metalnessNode = source.metalnessNode;
this.roughnessNode = source.roughnessNode;
return super.copy( source );
}
}
Methods¶
setupEnvironment(builder: NodeBuilder): any
¶
Code
setupLightingModel(): PhysicalLightingModel
¶
setupSpecular(): void
¶
Code
setupVariants(): void
¶
Code
setupVariants() {
// METALNESS
const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
metalness.assign( metalnessNode );
// ROUGHNESS
let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
roughnessNode = getRoughness( { roughness: roughnessNode } );
roughness.assign( roughnessNode );
// SPECULAR COLOR
this.setupSpecular();
// DIFFUSE COLOR
diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
}