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<!DOCTYPE html>
<html lang="en">
	<head>
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		<meta charset="utf-8" />
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		<base href="../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
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	</head>
	<body>
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		[page:Material] &rarr;
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		<h1>[name]</h1>
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		<p class="desc">The default material used by [page:Points].</p>
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		<h2>Examples</h2>
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		<p>
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			[example:misc_controls_fly misc / controls / fly]<br />
			[example:webgl_buffergeometry_drawcalls WebGL / BufferGeometry / drawcalls]<br />
			[example:webgl_buffergeometry_points WebGL / BufferGeometry / points]<br />
			[example:webgl_buffergeometry_points_interleaved WebGL / BufferGeometry / points / interleaved]<br />
			[example:webgl_camera WebGL / camera ]<br />
			[example:webgl_geometry_convex WebGL / geometry / convex]<br />
			[example:webgl_geometry_shapes WebGL / geometry / shapes]<br />
			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
			[example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
			[example:webgl_points_billboards WebGL / points / billboards]<br />
			[example:webgl_points_billboards_colors WebGL / points / billboards / colors]<br />
			[example:webgl_points_dynamic WebGL / points / dynamic]<br />
			[example:webgl_points_random WebGL / points / random]<br />
			[example:webgl_points_sprites WebGL / points / sprites]<br />
			[example:webgl_trails WebGL / trails]
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		</p>
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		<code>
//This will add a starfield to the background of a scene
var starsGeometry = new THREE.Geometry();

for ( var i = 0; i < 10000; i ++ ) {

	var star = new THREE.Vector3();
	star.x = THREE.Math.randFloatSpread( 2000 );
	star.y = THREE.Math.randFloatSpread( 2000 );
	star.z = THREE.Math.randFloatSpread( 2000 );

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	starsGeometry.vertices.push( star );
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}

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var starsMaterial = new THREE.PointsMaterial( { color: 0x888888 } );
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var starField = new THREE.Points( starsGeometry, starsMaterial );
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scene.add( starField );
		</code>

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		<h3>[name]( [param:Object parameters] )</h3>
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		<p>
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			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />

			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
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		</p>
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		<h2>Properties</h2>
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		<p>See the base [page:Material] class for common properties.</p>
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		<h3>[property:Color color]</h3>
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		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
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		<h3>[property:Boolean isPointsMaterial]</h3>
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		<p>
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			Used to check whether this or derived classes are points materials. Default is *true*.<br /><br />

			You should not change this, as it used internally for optimisation.
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		</p>
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		<h3>[property:Texture map]</h3>
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		<p>Sets the color of the points using data from a [page:Texture].</p>
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		<h3>[property:Boolean morphTargets]</h3>
		<p>Define whether the material uses morphTargets. Default is false.</p>

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		<h3>[property:Number size]</h3>
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		<p>Sets the size of the points. Default is 1.0.</p>
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		<h3>[property:Boolean sizeAttenuation]</h3>
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		<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>

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		<h2>Methods</h2>

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		<h2>Source</h2>
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		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
	</body>
</html>