Interface ScanningStandardMaterialParameters

扫描标准材质初始化参数

Export

ScanningStandardMaterialParameters

Date

2024.8.5

Author

yj

Hierarchy

  • MeshStandardMaterialParameters
    • ScanningStandardMaterialParameters

Properties

allowOverride?: boolean

Whether it's possible to override the material with Scene#overrideMaterial or not.

Default

true
alphaHash?: boolean

Enables alpha hashed transparency, an alternative to Material#transparent or Material#alphaTest. The material will not be rendered if opacity is lower than a random threshold. Randomization introduces some grain or noise, but approximates alpha blending without the associated problems of sorting. Using TAA can reduce the resulting noise.

Default

false
alphaMap?: Texture

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.

Default

null
alphaTest: number
alphaToCoverage?: boolean

Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with antialias parameter set to true). Enabling this will smooth aliasing on clip plane edges and alphaTest-clipped edges.

Default

false
aoMap?: Texture

The red channel of this texture is used as the ambient occlusion map. Requires a second set of UVs.

Default

null
aoMapIntensity?: number

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.

Default

1
axis?: string

扫描轴向,可选,默认'x', ( 'x', 'y', 'z' )

Memberof

ScanningStandardMaterialParameters

blendAlpha?: number

Represents the alpha value of the constant blend color.

This property has only an effect when using custom blending with ConstantAlpha or OneMinusConstantAlpha.

Default

0
blendColor?: ColorRepresentation

Represents the RGB values of the constant blend color.

This property has only an effect when using custom blending with ConstantColor or OneMinusConstantColor.

Default

(0,0,0)
blendDst?: BlendingDstFactor

Defines the blending destination factor.

Default

OneMinusSrcAlphaFactor
blendDstAlpha?: BlendingDstFactor

Defines the blending destination alpha factor.

Default

null
blendEquation?: BlendingEquation

Defines the blending equation.

Default

AddEquation
blendEquationAlpha?: BlendingEquation

Defines the blending equation of the alpha channel.

Default

null
blendSrc?: BlendingSrcFactor

Defines the blending source factor.

Default

SrcAlphaFactor
blendSrcAlpha?: BlendingSrcFactor

Defines the blending source alpha factor.

Default

null
blending?: Blending

Defines the blending type of the material.

It must be set to CustomBlending if custom blending properties like Material#blendSrc, Material#blendDst or Material#blendEquation should have any effect.

Default

NormalBlending
bumpMap?: Texture

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.

Default

null
bumpScale?: number

How much the bump map affects the material. Typical range is [0,1].

Default

1
clipIntersection?: boolean

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.

Default

false
clipShadows?: boolean

Defines whether to clip shadows according to the clipping planes specified on this material.

Default

false
clippingPlanes?: Plane[]

User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). This requires WebGLRenderer#localClippingEnabled to be true.

Default

null
color?: ColorRepresentation

Color of the material.

Default

(1,1,1)
colorWrite?: boolean

Whether to render the material's color.

This can be used in conjunction with Object3D#renderOder to create invisible objects that occlude other objects.

Default

true
depthFunc?: DepthModes

Defines the depth function.

Default

LessEqualDepth
depthTest?: boolean

Whether to have depth test enabled when rendering this material. When the depth test is disabled, the depth write will also be implicitly disabled.

Default

true
depthWrite?: boolean

Whether rendering this material has any effect on the depth buffer.

When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

Default

true
displacementBias?: number

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.

Default

0
displacementMap?: Texture

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.

Default

null
displacementScale?: number

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.

Default

0
dithering?: boolean

Whether to apply dithering to the color to remove the appearance of banding.

Default

false
emissive?: ColorRepresentation

Emissive (light) color of the material, essentially a solid color unaffected by other lighting.

Default

(0,0,0)
emissiveIntensity?: number

Intensity of the emissive light. Modulates the emissive color.

Default

1
emissiveMap?: Texture

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.

Default

null
envMap?: Texture

The environment map. To ensure a physically correct rendering, environment maps are internally pre-processed with PMREMGenerator.

Default

null
envMapIntensity?: number

Scales the effect of the environment map by multiplying its color.

Default

1
envMapRotation?: Euler

The rotation of the environment map in radians.

Default

(0,0,0)
flatShading?: boolean

Whether the material is rendered with flat shading or not.

Default

false
fog?: boolean

Whether the material is affected by fog or not.

Default

true
forceSinglePass?: boolean

Whether double-sided, transparent objects should be rendered with a single pass or not.

The engine renders double-sided, transparent objects with two draw calls (back faces first, then front faces) to mitigate transparency artifacts. There are scenarios however where this approach produces no quality gains but still doubles draw calls e.g. when rendering flat vegetation like grass sprites. In these cases, set the forceSinglePass flag to true to disable the two pass rendering to avoid performance issues.

Default

false
isScanning?: string

开始扫描控制开关, 可选,默认'none',不溶解,( 'play', 'reset' )

Memberof

ScanningStandardMaterialParameters

lightMap?: Texture

The light map. Requires a second set of UVs.

Default

null
lightMapIntensity?: number

Intensity of the baked light.

Default

1
lineColor?: ColorRepresentation

扫描线颜色,可选,默认'#ff0000'

Memberof

ScanningStandardMaterialParameters

lineWidth?: number

扫描线宽度, 可选, 默认0.2

Memberof

ScanningStandardMaterialParameters

map?: Texture

The color map. May optionally include an alpha channel, typically combined with Material#transparent or Material#alphaTest. The texture map color is modulated by the diffuse color.

Default

null
max?: Vector3

外包范围max,可选,默认new Vector3()

Memberof

ScanningStandardMaterialParameters

metalness?: number

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.

Default

0
metalnessMap?: Texture

The blue channel of this texture is used to alter the metalness of the material.

Default

null
min?: Vector3

外包范围min,可选,默认new Vector3()

Memberof

ScanningStandardMaterialParameters

name?: string

The name of the material.

normalMap?: Texture

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.

Default

null
normalMapType?: NormalMapTypes

The type of normal map.

Default

TangentSpaceNormalMap
normalScale?: Vector2

How much the normal map affects the material. Typical value range is [0,1].

Default

(1,1)
opacity?: number

Defines how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.

If the Material#transparent is not set to true, the material will remain fully opaque and this value will only affect its color.

Default

1
polygonOffset?: boolean

Whether to use polygon offset or not. When enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The offset is added before the depth test is performed and before the value is written into the depth buffer.

Can be useful for rendering hidden-line images, for applying decals to surfaces, and for rendering solids with highlighted edges.

Default

false
polygonOffsetFactor?: number

Specifies a scale factor that is used to create a variable depth offset for each polygon.

Default

0
polygonOffsetUnits?: number

Is multiplied by an implementation-specific value to create a constant depth offset.

Default

0
precision?: "highp" | "mediump" | "lowp"

Override the renderer's default precision for this material.

Default

null
premultipliedAlpha?: boolean

Whether to premultiply the alpha (transparency) value.

Default

false
roughness?: number

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.

Default

1
roughnessMap?: Texture

The green channel of this texture is used to alter the roughness of the material.

Default

null
shadowSide?: Side

Defines which side of faces cast shadows. If null, the side casting shadows is determined as follows:

  • When Material#side is set to FrontSide, the back side cast shadows.
  • When Material#side is set to BackSide, the front side cast shadows.
  • When Material#side is set to DoubleSide, both sides cast shadows.

Default

null
side?: Side

Defines which side of faces will be rendered - front, back or both.

Default

FrontSide
speed?: number

扫描速度,可选,默认1.0

Memberof

ScanningStandardMaterialParameters

stencilFail?: StencilOp

Which stencil operation to perform when the comparison function returns false.

Default

KeepStencilOp
stencilFunc?: StencilFunc

The stencil comparison function to use.

Default

AlwaysStencilFunc
stencilFuncMask?: number

The bit mask to use when comparing against the stencil buffer.

Default

0xff
stencilRef?: number

The value to use when performing stencil comparisons or stencil operations.

Default

0
stencilWrite?: boolean

Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be true.

Default

false
stencilWriteMask?: number

The bit mask to use when writing to the stencil buffer.

Default

0xff
stencilZFail?: StencilOp

Which stencil operation to perform when the comparison function returns true but the depth test fails.

Default

KeepStencilOp
stencilZPass?: StencilOp

Which stencil operation to perform when the comparison function returns true and the depth test passes.

Default

KeepStencilOp
toneMapped?: boolean

Defines whether this material is tone mapped according to the renderer's tone mapping setting.

It is ignored when rendering to a render target or using post processing or when using WebGPURenderer. In all these cases, all materials are honored by tone mapping.

Default

true
transparent?: boolean

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects.

When set to true, the extent to which the material is transparent is controlled by Material#opacity.

Default

false
userData?: Record<string, any>

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

vertexColors?: boolean

If set to true, vertex colors should be used.

The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.

Default

false
visible?: boolean

Defines whether 3D objects using this material are visible.

Default

true
wireframe?: boolean

Renders the geometry as a wireframe.

Default

false
wireframeLinecap?: "round" | "bevel" | "miter"

Defines appearance of wireframe ends.

Can only be used with SVGRenderer.

Default

'round'
wireframeLinejoin?: "round" | "bevel" | "miter"

Defines appearance of wireframe joints.

Can only be used with SVGRenderer.

Default

'round'
wireframeLinewidth?: number

Controls the thickness of the wireframe.

Can only be used with SVGRenderer.

Default

1