Function createReflectorShaderMesh
- createReflectorShaderMesh<TGeometry>(geomerty?, materialOptions?, ignoreObjects?, includeObjects?): {
attachMesh: ((mesh, useMeshMap?) => void);
detachMesh: ((mesh) => void);
material: any;
mesh: any;
} 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)
material: any
mesh: any
创建镜面反射的mesh