Creates an instance of material component.
The base attribute can be fine without re-make Material
Object attr of abstract subscribe component
Change list of abstract subscribe component
Need update of abstract subscribe component
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null. Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the WebGL 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.
Sets the alpha value to be used when running an alpha test. The material will not be renderered if the opacity is lower than this value. Default is 0.
Enables alpha to coverage. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with antialias parameter set to true). Default is false.
The red channel of this texture is used as the ambient occlusion map. Default is null. The aoMap requires a second set of UVs.
Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.
Which blending to use when displaying objects with this material. This must be set to CustomBlending to use custom blendSrc, blendDst or blendEquation. See the blending mode constants for all possible values. Default is NormalBlending.
Three Type | Value String(case insensitive) |
---|---|
THREE.ZeroFactor | ZeroFactor , Zero |
THREE.OneFactor | OneFactor , One |
THREE.SrcColorFactor | SrcColorFactor , SrcColor |
THREE.OneMinusSrcColorFactor | OneMinusSrcColorFactor , OneMinusSrcColor |
THREE.SrcAlphaFactor | SrcAlphaFactor , SrcAlpha |
THREE.OneMinusSrcAlphaFactor | OneMinusSrcAlphaFactor , OneMinusSrcAlpha |
THREE.DstAlphaFactor | DstAlphaFactor , DstAlpha |
THREE.OneMinusDstAlphaFactor | OneMinusDstAlphaFactor , OneMinusDstAlpha |
THREE.DstColorFactor | DstColorFactor , DstColor |
THREE.OneMinusDstColorFactor | OneMinusDstColorFactor , OneMinusDstColor |
The transparency of the Material.blendDst. Uses Material.blendDst value if null. Default is null.
Blending equation to use when applying blending. Default is AddEquation. See the blending equation constants for all possible values. The material's blending must be set to CustomBlending for this to have any effect.
Three Type | Value String(case insensitive) |
---|---|
THREE.AddEquation | AddEquation , Add |
THREE.SubtractEquation | SubtractEquation , Subtract |
THREE.ReverseSubtractEquation | ReverseSubtractEquation , ReverseSubtract |
THREE.MinEquation | MinEquation , Min |
THREE.MaxEquation | MaxEquation , Max |
The transparency of the Material.blendEquation. Uses Material.blendEquation value if null. Default is null.
Blending source. Default is SrcAlphaFactor. See the source factors constants for all possible values. The material's blending must be set to CustomBlending for this to have any effect.
Three Type | Value String(case insensitive) |
---|---|
THREE.NoBlending | NoBlending , No |
THREE.NormalBlending | NormalBlending , Normal |
THREE.AdditiveBlending | AdditiveBlending , Additive |
THREE.SubtractiveBlending | SubtractiveBlending , Subtractive |
THREE.MultiplyBlending | MultiplyBlending , Multiply |
THREE.CustomBlending | CustomBlending , Custom |
The transparency of the Material.blendSrc. Uses Material.blendSrc value if null. Default is null.
Which blending to use when displaying objects with this material. This must be set to CustomBlending to use custom blendSrc, blendDst or blendEquation. See the blending mode constants for all possible values. Default is NormalBlending.
Three Type | Value String(case insensitive) |
---|---|
THREE.NoBlending | NoBlending, No |
THREE.NormalBlending | NormalBlending, Normal |
THREE.AdditiveBlending | AdditiveBlending, Additive |
THREE.SubtractiveBlending | SubtractiveBlending, Subtractive |
THREE.MultiplyBlending | MultiplyBlending, Multiply |
THREE.CustomBlending | CustomBlending, Custom |
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.
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
Represents the intensity of the clear coat layer, from 0.0 to 1.0. Use clear coat related properties to enable multilayer materials that have a thin translucent layer over the base layer. Default is 0.0.
Can be used to enable independent normals for the clear coat layer. Default is null.
How much MeshPhysicalMaterial.clearcoatNormalMap affects the clear coat layer, from (0,0) to (1,1). Default is (1,1).
How much MeshPhysicalMaterial.clearcoatNormalMap affects the clear coat layer, from (0,0) to (1,1). Default is (1,1).
How much MeshPhysicalMaterial.clearcoatNormalMap affects the clear coat layer, from (0,0) to (1,1). Default is (1,1).
Roughness of the clear coat layer, from 0.0 to 1.0. Default is 0.0.
Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.
Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.
Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
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. See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example. Default is null.
Content children of abstract material component
Color of the material, by default set to white (0xffffff).
Color of the material multiply (1)
Whether to render the material's color. This can be used in conjunction with a mesh's renderOrder property to create invisible objects that occlude other objects. Default is true.
How to combine the result of the surface's color with the environment map, if any. Options are THREE.Multiply (default), THREE.MixOperation, THREE.AddOperation. If mix is chosen, the MeshBasicMaterial.reflectivity is used to blend between the two colors.
Three Type | Value String(case insensitive) |
---|---|
THREE.MultiplyOperation | MultiplyOperation, Multiply |
THREE.MixOperation | MixOperation, Mix |
THREE.AddOperation | AddOperation, Add |
The control of abstract material component
The dashOffset of material component
The dashScale of material component
The size of the dash. This is both the gap with the stroke. Default is 3.
The dashed of material component
Debug this Object
Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders. Default is undefined.
Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.
Three Type | Value String(case insensitive) |
---|---|
THREE.NeverDepth | NeverDepth , Never |
THREE.AlwaysDepth | AlwaysDepth , Always |
THREE.LessDepth | LessDepth , Less |
THREE.LessEqualDepth | LessEqualDepth , LessEqual |
THREE.EqualDepth | EqualDepth , Equal |
THREE.GreaterEqualDepth | GreaterEqualDepth , GreaterEqual |
THREE.GreaterDepth | GreaterDepth , Greater |
THREE.NotEqualDepth | NotEqualDepth , NotEqual |
Encoding for depth packing. Default is BasicDepthPacking.
Whether to have depth test enabled when rendering this material. Default is true.
Whether rendering this material has any effect on the depth buffer. Default is true. 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.
Color of the material, by default set to white (0xffffff).
Color of the material multiply (1)
The red channel of this texture is used as the ambient occlusion map. Default is null. The aoMap requires a second set of UVs.
The offset of the displacement map's values on the mesh's vertices. Without a displacement map set, this value is not applied. Default is 0.
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.
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 is 1.
Whether to apply dithering to the color to remove the appearance of banding. Default is false.
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.
Intensity of the emissive light. Modulates the emissive color. Default is 1.
Emissive (light) color multiply of the material, essentially a solid color unaffected by other lighting.
Enabled or Not
The environment map. Default is null.
Scales the effect of the environment map by multiplying its color.
The environmentType of material component
An object with the following properties:
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
};
Notice - case insensitive.
Encoding for depth packing. Default is BasicDepthPacking.
Define whether the material is rendered with flat shading. Default is false.
Whether the material is affected by fog. Default is true.
Fragment shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
The size of the gap. Default is 1.
Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify GLSL 3.0 or not. Valid values are THREE.GLSL1 or THREE.GLSL3. Default is null.
Notice - case insensitive.
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null. Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the WebGL 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.
The Id of abstract subscribe component
The light map. Default is null. The lightMap requires a second set of UVs.
Intensity of the baked light. Default is 1.
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
Define appearance of line ends. Possible values are 'butt', 'round' and 'square'. Default is 'round'. This corresponds to the 2D Canvas lineCap property and it is ignored by the WebGL renderer.
Notice - case insensitive.
Define appearance of line joints. Possible values are 'round', 'bevel' and 'miter'. Default is 'round'. This corresponds to the 2D Canvas lineJoin property and it is ignored by the WebGL renderer.
Notice - case insensitive.
Controls line thickness. Default is 1. Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.
The color map. Default is null.
The matcap map. Default is null.
The Material of abstract material component
The Material type. can be material, background etc.
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. Default is 0.0. 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.
Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the geometry to the shader. Default is false.
Define whether the material uses morphTargets. Default is false.
The name of the object (doesn't need to be unique). Default is an empty string.
The near value of the point light's internal shadow camera.
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.
The type of normal map. Options are THREE.TangentSpaceNormalMap (default), and THREE.ObjectSpaceNormalMap.
Notice - case insensitive.
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1) 1.
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).
An callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
Will be called when before destory. The argument will be the loaded self
Will be called when load completes. The argument will be the loaded self
Float in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If the material's transparent property is not set to true, the material will remain fully opaque and this value will only affect its color. Default is 1.0.
The override params
The Parent of abstract subscribe component
Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.
Sets the polygon offset factor. Default is 0.
Sets the polygon offset units. Default is 0.
Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Default is null.
Notice - case insensitive.
Whether to premultiply the alpha (transparency) value. See [Example:webgl_materials_physical_transmission WebGL / Materials / Physical / Transmission] for an example of the difference. Default is false.
highp, mediump, lowp
The refIndex of material component
if the material of mesh is array use this index
The refName of material component
The refer Material. When this value is not null will override the material with clone.
The position of the point light in world space.
The position of the point light in world space.
The position of the point light in world space.
How much the environment map affects the surface; also see MeshBasicMaterial.combine. The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
The reflector of material component
The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material. It is used with environment mapping modes THREE.CubeRefractionMapping and THREE.EquirectangularRefractionMapping. The refraction ratio should not exceed 1. Default is 0.98.
The resolutionX of material component
The resolutionY of material component
The rotation of the sprite in radians. Default is 0.
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1.0. If roughnessMap is also provided, both values are multiplied.
The green channel of this texture is used to alter the roughness of the material.
The scale of the dashed part of a line. Default is 1.
The shader type
Notice - case insensitive.
Defines which side of faces cast shadows. When set, can be THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide. Default is null. If null, the side casting shadows is determined as follows:
Three Type | Value String(case insensitive) |
---|---|
THREE.FrontSide | FrontSide , Front |
THREE.BackSide | BackSide , Back |
THREE.DoubleSide | DoubleSide , Double |
If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet. The sheen color provides the ability to create two-tone specular materials. null by default.
The sheenMultiply of material component
How shiny the MeshPhongMaterial.specular highlight is; a higher value gives a sharper highlight. Default is 30.
Defines which side of faces will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.
Three Type | Value String(case insensitive) |
---|---|
THREE.FrontSide | FrontSide , Front |
THREE.BackSide | BackSide , Back |
THREE.DoubleSide | DoubleSide , Double |
Sets the size of the points. Default is 1.0. Will be capped if it exceeds the hardware dependent parameter gl.ALIASED_POINT_SIZE_RANGE.
Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.
Specular color of the material. Default is a Color set to 0x111111 (very dark grey). This defines how shiny the material is and the color of its shine.
Specular map used by the material. Default is null.
The specularMultiply of material component
Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operations constants for all possible values.
Three Type | Value String(case insensitive) |
---|---|
THREE.ZeroStencilOp | ZeroStencilOp , ZeroStencil |
THREE.KeepStencilOp | KeepStencilOp , KeepStencil |
THREE.ReplaceStencilOp | ReplaceStencilOp , ReplaceStencil |
THREE.IncrementStencilOp | IncrementStencilOp , IncrementStencil |
THREE.DecrementStencilOp | DecrementStencilOp , DecrementStencil |
THREE.IncrementWrapStencilOp | IncrementWrapStencilOp , IncrementWrapStencil |
THREE.DecrementWrapStencilOp | DecrementWrapStencilOp , DecrementWrapStencil |
THREE.InvertStencilOp | InvertStencilOp , InvertStencil |
The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil function constants for all possible values.
Notice - case insensitive.
The bit mask to use when comparing against the stencil buffer. Default is 0xFF.
The value to use when performing stencil comparisons or stencil operations. Default is 0.
Three Type | Value String(case insensitive) |
---|---|
THREE.NeverStencilFunc | NeverStencilFunc , NeverStencil |
THREE.LessStencilFunc | LessStencilFunc , LessStencil |
THREE.EqualStencilFunc | EqualStencilFunc , EqualStencil |
THREE.LessEqualStencilFunc | LessEqualStencilFunc , LessEqualStencil |
THREE.GreaterStencilFunc | GreaterStencilFunc , GreaterStencil |
THREE.NotEqualStencilFunc | NotEqualStencilFunc , NotEqualStencil |
THREE.GreaterEqualStencilFunc | GreaterEqualStencilFunc , GreaterEqualStencil |
THREE.AlwaysStencilFunc | AlwaysStencilFunc , AlwaysStencil |
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 is false.
The bit mask to use when writing to the stencil buffer. Default is 0xFF.
Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is KeepStencilOp. See the stencil operations constants for all possible values.
Three Type | Value String(case insensitive) |
---|---|
THREE.ZeroStencilOp | ZeroStencilOp , ZeroStencil |
THREE.KeepStencilOp | KeepStencilOp , KeepStencil |
THREE.ReplaceStencilOp | ReplaceStencilOp , ReplaceStencil |
THREE.IncrementStencilOp | IncrementStencilOp , IncrementStencil |
THREE.DecrementStencilOp | DecrementStencilOp , DecrementStencil |
THREE.IncrementWrapStencilOp | IncrementWrapStencilOp , IncrementWrapStencil |
THREE.DecrementWrapStencilOp | DecrementWrapStencilOp , DecrementWrapStencil |
THREE.InvertStencilOp | InvertStencilOp , InvertStencil |
Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is KeepStencilOp. See the stencil operations constants for all possible values.
Three Type | Value String(case insensitive) |
---|---|
THREE.ZeroStencilOp | ZeroStencilOp , ZeroStencil |
THREE.KeepStencilOp | KeepStencilOp , KeepStencil |
THREE.ReplaceStencilOp | ReplaceStencilOp , ReplaceStencil |
THREE.IncrementStencilOp | IncrementStencilOp , IncrementStencil |
THREE.DecrementStencilOp | DecrementStencilOp , DecrementStencil |
THREE.IncrementWrapStencilOp | IncrementWrapStencilOp , IncrementWrapStencil |
THREE.DecrementWrapStencilOp | DecrementWrapStencilOp , DecrementWrapStencil |
THREE.InvertStencilOp | InvertStencilOp , InvertStencil |
The storage name to restore.
The storage options when restore to be used.
Subscribe type of abstract subscribe component
Content children of material component
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. Default is 0.0. 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.
Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.
Degree of transmission (or optical transparency), from 0.0 to 1.0. Default is 0.0. Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive. The transmission property can be used to model these materials. When transmission is non-zero, opacity should be set to 1.
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 setting its opacity property. Default is false.
Tween animation params
The type if matrial.
Three Type | Value String(case insensitive) |
---|---|
THREE.LineBasicMaterial | LineBasicMaterial, LineBasic |
THREE.LineDashedMaterial | LineDashedMaterial, LineDashed |
THREE.MeshBasicMaterial | MeshBasicMaterial, MeshBasic |
THREE.MeshDepthMaterial | MeshDepthMaterial, MeshDepth, |
THREE.MeshDistanceMaterial | MeshDistanceMaterial, MeshDistance, |
THREE.MeshMatcapMaterial | MeshMatcapMaterial, MeshMatcap, |
THREE.MeshNormalMaterial | MeshNormalMaterial, MeshNormal, |
THREE.MeshPhongMaterial | MeshPhongMaterial, MeshPhong, |
THREE.MeshPhysicalMaterial | MeshPhysicalMaterial, MeshPhysical, |
THREE.MeshStandardMaterial | MeshStandardMaterial, MeshStandard, |
THREE.MeshToonMaterial | MeshToonMaterial, MeshToon, |
THREE.PointsMaterial | PointsMaterial, Points, |
THREE.RawShaderMaterial | RawShaderMaterial, RawShader, |
THREE.ShaderMaterial | ShaderMaterial, Shader, |
THREE.ShadowMaterial | ShadowMaterial, Shadow, |
THREE.SpriteMaterial | SpriteMaterial, Sprite, |
THREE.StandardNodeMaterial | StandardNodeMaterial, StandardNode, |
THREE.BasicNodeMaterial | BasicNodeMaterial, BasicNode, |
THREE.MeshStandardNodeMaterial | MeshStandardNodeMaterial, MeshStandardNode, |
THREE.PhongNodeMaterial | PhongNodeMaterial, PhongNode, |
THREE.SpriteNodeMaterial | SpriteNodeMaterial, SpriteNode, |
THREE.MeshLambertMaterial | MeshLambertMaterial, MeshLambert |
An object of the form:
{ "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
{ value: 1.0 }
where value is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
An object that can be used to store custom data about the Object3D. It should not hold references to functions as these will not be cloned.
Defines whether vertex coloring is used. Default is false.
Vertex shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute, are used. When disabled, tangents are derived automatically. Using precomputed tangents will give more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
Defines whether this material is visible. Default is true.
Export this Object to window global variables
Render geometry as wireframe. Default is false (i.e. render as flat polygons).
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'. This corresponds to the 2D Canvas lineCap roperty and it is ignored by the WebGL renderer.
Notice - case insensitive.
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'. This corresponds to the 2D Canvas lineJoin property and it is ignored by the WebGL renderer.
Notice - case insensitive.
Controls wireframe thickness. Default is 1. Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.
Sets need update
Adds changes
Apply changes to material
Calls on load
Checks changes
changes
Clears changes
Consoles log
Consoles log time
Destroys local component
Disposes abstract subscribe component
Gets changes
changes
Gets id
id
Gets material parameters
material parameters
Gets object
object
Gets subscribe
subscribe
Gets timeout 특정 시간후에 이벤트 발생시키기
timeout
Gets user data
Gets vertex colors
true if vertex colors
Inits local component
local component
Determines whether id euals is
true if id euals
Determines whether material type is
true if material type
A callback method that is invoked immediately after Angular has completed initialization of all of the directive's content. It is invoked only once when the directive is instantiated.
A callback method that is invoked immediately after the default change detector has checked the directive's data-bound properties for the first time, and before any of the view or content children have been checked. It is invoked only once when the directive is instantiated. default change detector has checked data-bound properties if at least one has changed, and before the view and content children are checked.
The changed properties.
A callback method that performs custom clean-up, invoked immediately before a directive, pipe, or service instance is destroyed.
A callback method that is invoked immediately after the default change detector has checked the directive's data-bound properties for the first time, and before any of the view or content children have been checked. It is invoked only once when the directive is instantiated.
Resets tween
Runs subscribe next
Sets object
Sets object3d
Sets parent
true if parent
Sets subscribe next
Sets subscribe type
Sets tween
Sets tween target
Sets user data
Subscribes list query
Subscribes list query change
Subscribes refer
Subscribes refer list
subscribe refer
subscribe refer list
subscription
subscription
unSets object3d
Updates input params
Updates node
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The Material component.
See the ngx3js docs page for details. See the ngx material page for a live demo.
Abstract base class for materials.
Materials describe the appearance of objects. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.
The following properties and methods are inherited by all other material types (although they may have different defaults).
THREE.Material