Function createReflectorShaderMesh

  • 创建镜面反射的mesh

    Type Parameters

    • TGeometry extends BufferGeometry<NormalBufferAttributes> = BufferGeometry<NormalBufferAttributes>

    Parameters

    • Optional geomerty: TGeometry
    • Optional materialOptions: {
          color?: Color;
          dithering?: boolean;
          fog?: Fog;
          map?: string | Texture;
          mirror?: number;
          mixStrength?: number;
          normalMap?: string | Texture;
          normalScale?: Vector2;
          reflectivity?: number;
          reflectorMaterialType?: "ReflectorMaterial" | "ReflectorDudvMaterial";
      } & MaterialParameters
    • Optional ignoreObjects: Object3D<Object3DEventMap>[]
    • Optional includeObjects: Object3D<Object3DEventMap>[]

    Returns {
        attachMesh: ((mesh, useMeshMap?) => void);
        detachMesh: ((mesh) => void);
        material: any;
        mesh: any;
    }

    • attachMesh: ((mesh, useMeshMap?) => void)
        • (mesh, useMeshMap?): void
        • Parameters

          • mesh: Mesh<BufferGeometry<NormalBufferAttributes>, Material | Material[], Object3DEventMap>
          • Optional useMeshMap: boolean

          Returns void

    • detachMesh: ((mesh) => void)
        • (mesh): void
        • Parameters

          • mesh: any

          Returns void

    • material: any
    • mesh: any