MeshNormalMaterial.html 4.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:Material] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">A material that maps the normal vectors to RGB colors.</p>
  13. <iframe
  14. id="scene"
  15. src="scenes/material-browser.html#MeshNormalMaterial"
  16. ></iframe>
  17. <script>
  18. // iOS iframe auto-resize workaround
  19. if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
  20. const scene = document.getElementById( 'scene' );
  21. scene.style.width = getComputedStyle( scene ).width;
  22. scene.style.height = getComputedStyle( scene ).height;
  23. scene.setAttribute( 'scrolling', 'no' );
  24. }
  25. </script>
  26. <h2>Constructor</h2>
  27. <h3>[name]( [param:Object parameters] )</h3>
  28. <p>
  29. [page:Object parameters] - (optional) an object with one or more
  30. properties defining the material's appearance. Any property of the
  31. material (including any property inherited from [page:Material]) can be
  32. passed in here.
  33. </p>
  34. <h2>Properties</h2>
  35. <p>See the base [page:Material] class for common properties.</p>
  36. <h3>[property:Texture bumpMap]</h3>
  37. <p>
  38. The texture to create a bump map. The black and white values map to the
  39. perceived depth in relation to the lights. Bump doesn't actually affect
  40. the geometry of the object, only the lighting. If a normal map is defined
  41. this will be ignored.
  42. </p>
  43. <h3>[property:Float bumpScale]</h3>
  44. <p>
  45. How much the bump map affects the material. Typical ranges are 0-1.
  46. Default is `1`.
  47. </p>
  48. <h3>[property:Texture displacementMap]</h3>
  49. <p>
  50. The displacement map affects the position of the mesh's vertices. Unlike
  51. other maps which only affect the light and shade of the material the
  52. displaced vertices can cast shadows, block other objects, and otherwise
  53. act as real geometry. The displacement texture is an image where the value
  54. of each pixel (white being the highest) is mapped against, and
  55. repositions, the vertices of the mesh.
  56. </p>
  57. <h3>[property:Float displacementScale]</h3>
  58. <p>
  59. How much the displacement map affects the mesh (where black is no
  60. displacement, and white is maximum displacement). Without a displacement
  61. map set, this value is not applied. Default is `1`.
  62. </p>
  63. <h3>[property:Float displacementBias]</h3>
  64. <p>
  65. The offset of the displacement map's values on the mesh's vertices.
  66. Without a displacement map set, this value is not applied. Default is `0`.
  67. </p>
  68. <h3>[property:Boolean flatShading]</h3>
  69. <p>
  70. Define whether the material is rendered with flat shading. Default is
  71. false.
  72. </p>
  73. <h3>[property:Boolean fog]</h3>
  74. <p>Whether the material is affected by fog. Default is `false`.</p>
  75. <h3>[property:Texture normalMap]</h3>
  76. <p>
  77. The texture to create a normal map. The RGB values affect the surface
  78. normal for each pixel fragment and change the way the color is lit. Normal
  79. maps do not change the actual shape of the surface, only the lighting. In
  80. case the material has a normal map authored using the left handed
  81. convention, the y component of normalScale should be negated to compensate
  82. for the different handedness.
  83. </p>
  84. <h3>[property:Integer normalMapType]</h3>
  85. <p>
  86. The type of normal map.<br /><br />
  87. Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
  88. [page:constant THREE.ObjectSpaceNormalMap].
  89. </p>
  90. <h3>[property:Vector2 normalScale]</h3>
  91. <p>
  92. How much the normal map affects the material. Typical ranges are 0-1.
  93. Default is a [page:Vector2] set to (1,1).
  94. </p>
  95. <h3>[property:Boolean wireframe]</h3>
  96. <p>
  97. Render geometry as wireframe. Default is false (i.e. render as smooth
  98. shaded).
  99. </p>
  100. <h3>[property:Float wireframeLinewidth]</h3>
  101. <p>
  102. Controls wireframe thickness. Default is `1`.<br /><br />
  103. Due to limitations of the
  104. [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
  105. with the [page:WebGLRenderer WebGL] renderer on most
  106. platforms linewidth will always be `1` regardless of the set value.
  107. </p>
  108. <h2>Methods</h2>
  109. <p>See the base [page:Material] class for common methods.</p>
  110. <h2>Source</h2>
  111. <p>
  112. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  113. </p>
  114. </body>
  115. </html>