Class LineMaterial2

Hierarchy

Implements

Constructors

Properties

alphaToCoverage: boolean

Managed internally, do not change manually

assetType: "material" = ...
color: Color
constructor: typeof LineMaterial2
dashOffset: number
dashScale: number
dashSize: number
dashed: boolean
extraUniformsToUpload: Record<string, IUniform<any>> = {}
gapSize: number
generator?: IMaterialGenerator

Managed internally, do not change manually

isLineMaterial2: true = true
linewidth: number
materialExtensions: MaterialExtension[] = []
name: string
onAfterRender: ((renderer, scene, camera, geometry, object) => void) = ...

Type declaration

registerMaterialExtensions: ((this, customMaterialExtensions) => void) = iMaterialCommons.registerMaterialExtensions

Type declaration

resolution: Vector2
setDirty: ((this, options?) => void) = iMaterialCommons.setDirty

Type declaration

uiConfig: UiObjectConfig<any, string, any> = ...
unregisterMaterialExtensions: ((this, customMaterialExtensions) => void) = iMaterialCommons.unregisterMaterialExtensions

Type declaration

worldUnits: boolean
MaterialProperties: {
    alphaTest: number;
    alphaToCoverage: boolean;
    blendDst: 205;
    blendDstAlpha: null;
    blendEquation: 100;
    blendEquationAlpha: null;
    blendSrc: 204;
    blendSrcAlpha: null;
    blending: 1;
    clipIntersection: boolean;
    clipShadows: boolean;
    clipping: boolean;
    clippingPlanes: null;
    color: Color;
    colorWrite: boolean;
    dashOffset: number;
    dashScale: number;
    dashSize: number;
    dashed: boolean;
    defines: {};
    depthFunc: 3;
    depthTest: boolean;
    depthWrite: boolean;
    dithering: boolean;
    extensions: {};
    fog: boolean;
    forceSinglePass: boolean;
    fragmentShader: string;
    gapSize: number;
    linewidth: number;
    name: string;
    opacity: number;
    polygonOffset: boolean;
    polygonOffsetFactor: number;
    polygonOffsetUnits: number;
    precision: null;
    premultipliedAlpha: boolean;
    resolution: Vector2;
    shadowSide: null;
    side: 0;
    stencilFail: 7680;
    stencilFunc: 519;
    stencilFuncMask: number;
    stencilRef: number;
    stencilWrite: boolean;
    stencilWriteMask: number;
    stencilZFail: 7680;
    stencilZPass: 7680;
    toneMapped: boolean;
    transparent: boolean;
    uniforms: {};
    userData: {};
    vertexColors: boolean;
    vertexShader: string;
    visible: boolean;
    worldUnits: boolean;
} = ...

Type declaration

  • alphaTest: number
  • alphaToCoverage: boolean
  • blendDst: 205
  • blendDstAlpha: null
  • blendEquation: 100
  • blendEquationAlpha: null
  • blendSrc: 204
  • blendSrcAlpha: null
  • blending: 1
  • clipIntersection: boolean
  • clipShadows: boolean
  • clipping: boolean
  • clippingPlanes: null
  • color: Color
  • colorWrite: boolean
  • dashOffset: number
  • dashScale: number
  • dashSize: number
  • dashed: boolean
  • defines: {}
    • depthFunc: 3
    • depthTest: boolean
    • depthWrite: boolean
    • dithering: boolean
    • extensions: {}
      • fog: boolean
      • forceSinglePass: boolean
      • fragmentShader: string
      • gapSize: number
      • linewidth: number
      • name: string
      • opacity: number
      • polygonOffset: boolean
      • polygonOffsetFactor: number
      • polygonOffsetUnits: number
      • precision: null
      • premultipliedAlpha: boolean
      • resolution: Vector2
      • shadowSide: null
      • side: 0
      • stencilFail: 7680
      • stencilFunc: 519
      • stencilFuncMask: number
      • stencilRef: number
      • stencilWrite: boolean
      • stencilWriteMask: number
      • stencilZFail: 7680
      • stencilZPass: 7680
      • toneMapped: boolean
      • transparent: boolean
      • uniforms: {}
        • userData: {}
          • vertexColors: boolean
          • vertexShader: string
          • visible: boolean
          • worldUnits: boolean
          MaterialTemplate: IMaterialTemplate<LineMaterial2, Partial<{
              alphaTest: number;
              alphaToCoverage: boolean;
              blendDst: 205;
              blendDstAlpha: null;
              blendEquation: 100;
              blendEquationAlpha: null;
              blendSrc: 204;
              blendSrcAlpha: null;
              blending: 1;
              clipIntersection: boolean;
              clipShadows: boolean;
              clipping: boolean;
              clippingPlanes: null;
              color: Color;
              colorWrite: boolean;
              dashOffset: number;
              dashScale: number;
              dashSize: number;
              dashed: boolean;
              defines: {};
              depthFunc: 3;
              depthTest: boolean;
              depthWrite: boolean;
              dithering: boolean;
              extensions: {};
              fog: boolean;
              forceSinglePass: boolean;
              fragmentShader: string;
              gapSize: number;
              linewidth: number;
              name: string;
              opacity: number;
              polygonOffset: boolean;
              polygonOffsetFactor: number;
              polygonOffsetUnits: number;
              precision: null;
              premultipliedAlpha: boolean;
              resolution: Vector2;
              shadowSide: null;
              side: 0;
              stencilFail: 7680;
              stencilFunc: 519;
              stencilFuncMask: number;
              stencilRef: number;
              stencilWrite: boolean;
              stencilWriteMask: number;
              stencilZFail: 7680;
              stencilZPass: 7680;
              toneMapped: boolean;
              transparent: boolean;
              uniforms: {};
              userData: {};
              vertexColors: boolean;
              vertexShader: string;
              visible: boolean;
              worldUnits: boolean;
          }>> = ...
          TYPE: "LineMaterial2" = 'LineMaterial2'
          TypeSlug: "lmat" = 'lmat'

          Methods

          • Returns string

          • Disposes the material from the GPU. Set force to false if not sure the material is used by any object in the scene. // todo add check for visible in scene also? or is that overkill

            Returns this

          • Deserializes the material from JSON. Note: some properties that are not serialized in Material.toJSON when they are default values (like side, alphaTest, blending, maps), they wont be reverted back if not present in JSON If _internal = true, Textures should be loaded and in meta.textures before calling this method.

            Parameters

            Returns null | LineMaterial2

          • Sets the values of this material based on the values of the passed material or an object with material properties The input is expected to be a valid material or a deserialized material parameters object(including the deserialized userdata)

            Parameters

            • parameters: Material<Event, string> | LineMaterialParameters & {
                  type?: string;
              }

              material or material parameters object

            • allowInvalidType: boolean = true

              if true, the type of the oldMaterial is not checked. Objects without type are always allowed.

            • clearCurrentUserData: undefined | boolean = undefined

              if undefined, then depends on material.isMaterial. if true, the current userdata is cleared before setting the new values, because it can have data which wont be overwritten if not present in the new material.

            Returns this

          • Serializes this material to JSON.

            Parameters

            • Optional meta: SerializationMetaType

              metadata for serialization

            • _internal: boolean = false

              Calls only super.toJSON, does internal three.js serialization and

            Returns any

            Serialize

            tags. Set it to true only if you know what you are doing. This is used in Serialization->serializer->material

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