<!-- SOLIDIVISM · part 259 -->
malMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.roughnessMap = source.roughnessMap;

		this.metalnessMap = source.metalnessMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.envMapRotation.copy( source.envMapRotation );
		this.envMapIntensity = source.envMapIntensity;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.flatShading = source.flatShading;

		this.fog = source.fog;

		return this;

	}

}

/**
 * An extension of the {@link MeshStandardMaterial}, providing more advanced
 * physically-based rendering properties:
 *
 * - Anisotropy: Ability to represent the anisotropic property of materials
 * as observable with brushed metals.
 * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
 * a clear, reflective layer on top of another layer that may be irregular or rough.
 * Clearcoat approximates this effect, without the need for a separate transparent surface.
 * - Iridescence: Allows to render the effect where hue varies  depending on the viewing
 * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
 * wings of many insects.
 * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
 * transparent materials are less reflective. Physically-based transmission provides a more
 * realistic option for thin, transparent surfaces like glass.
 * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
 * - Retroreflection: Redirects specular light back toward the light source for
 * safety materials like road markings and reflective tape.
 * - Sheen: Can be used for representing cloth and fabric materials.
 *
 * As a result of these complex shading features, `MeshPhysicalMaterial` has a
 * higher performance cost, per pixel, than other three.js materials. Most
 * effects are disabled by default, and add cost as they are enabled. For
 * best results, always specify an environment map when using this material.
 *
 * @augments MeshStandardMaterial
 * @demo scenes/material-browser.html#MeshPhysicalMaterial
 */
class MeshPhysicalMaterial extends MeshStandardMaterial {

	/**
	 * Constructs a new mesh physical material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */
	constructor( parameters ) {

		super();

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isMeshPhysicalMaterial = true;

		this.defines = {

			'STANDARD': '',
			'PHYSICAL': ''

		};

		this.type = 'MeshPhysicalMaterial';

		/**
		 * The rotation of the anisotropy in tangent, bitangent space, measured in radians
		 * counter-clockwise from the tangent. When `anisotropyMap` is present, this
		 * property provides additional rotation to the vectors in the texture.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.anisotropyRotation = 0;

		/**
		 * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
		 * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
		 * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
		 *
		 * `anisotropyMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.anisotropyMap = null;

		/**
		 * The red channel of this texture is multiplied against `clearcoat`,
		 * for per-pixel control over a coating's intensity.
		 *
		 * `clearcoatMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.clearcoatMap = null;

		/**
		 * Roughness of the clear coat layer, from `0.0` to `1.0`.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.clearcoatRoughness = 0.0;

		/**
		 * The green channel of this texture is multiplied against
		 * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
		 *
		 * `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.clearcoatRoughnessMap = null;

		/**
		 * How much `clearcoatNormalMap` affects the clear coat layer, from
		 * `(0,0)` to `(1,1)`.
		 *
		 * @type {Vector2}
		 * @default (1,1)
		 */
		this.clearcoatNo