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11ba896d
编写于
4月 07, 2019
作者:
M
Mugen87
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电子邮件补丁
差异文件
Docs: Added MeshMatcapMaterial page.
上级
26268e6b
变更
4
隐藏空白更改
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Showing
4 changed file
with
309 addition
and
0 deletion
+309
-0
docs/api/en/materials/MeshMatcapMaterial.html
docs/api/en/materials/MeshMatcapMaterial.html
+149
-0
docs/api/zh/materials/MeshMatcapMaterial.html
docs/api/zh/materials/MeshMatcapMaterial.html
+120
-0
docs/list.js
docs/list.js
+2
-0
docs/scenes/js/material.js
docs/scenes/js/material.js
+38
-0
未找到文件。
docs/api/en/materials/MeshMatcapMaterial.html
0 → 100644
浏览文件 @
11ba896d
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
[page:Material]
→
<h1>
[name]
</h1>
<p
class=
"desc"
>
Represents a (complete) material including lighting and reflections. Hence, it does not react on lights.
Instead, the material uses the shading of a spherical texture (the matcap) and applies it to the target surface.
</p>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshMatcapMaterial"
></iframe>
<script>
// iOS iframe auto-resize workaround
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
scene
.
setAttribute
(
'
scrolling
'
,
'
no
'
);
}
</script>
<h2>
Constructor
</h2>
<h3>
[name]( [param:Object parameters] )
</h3>
<p>
[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.
</p>
<h2>
Properties
</h2>
<p>
See the base [page:Material] class for common properties.
</p>
<h3>
[property:Texture alphaMap]
</h3>
<p>
The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.
<br
/><br
/>
Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer 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.
</p>
<h3>
[property:Texture bumpMap]
</h3>
<p>
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.
</p>
<h3>
[property:Float bumpScale]
</h3>
<p>
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
</p>
<h3>
[property:Color color]
</h3>
<p>
[page:Color] of the material, by default set to white (0xffffff).
</p>
<h3>
[property:Texture displacementMap]
</h3>
<p>
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.
</p>
<h3>
[property:Float displacementScale]
</h3>
<p>
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.
</p>
<h3>
[property:Float displacementBias]
</h3>
<p>
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.
</p>
<h3>
[property:Boolean isMeshMatcapMaterial]
</h3>
<p>
Used to check whether this or derived classes are mesh Matcap materials. Default is *true*.
<br
/><br
/>
You should not change this, as it used internally for optimisation.
</p>
<h3>
[property:Texture map]
</h3>
<p>
The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].
</p>
<h3>
[property:Texture matcap]
</h3>
<p>
The matcap map. Default is null.
</p>
<h3>
[property:boolean morphNormals]
</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
</p>
<h3>
[property:Boolean morphTargets]
</h3>
<p>
Define whether the material uses morphTargets. Default is false.
</p>
<h3>
[property:Texture normalMap]
</h3>
<p>
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.
</p>
<h3>
[property:Integer normalMapType]
</h3>
<p>
The type of normal map.
<br
/><br
/>
Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
</p>
<h3>
[property:Vector2 normalScale]
</h3>
<p>
How much the normal map affects the material. Typical ranges are 0-1.
Default is a [page:Vector2] set to (1,1).
</p>
<h3>
[property:Boolean skinning]
</h3>
<p>
Define whether the material uses skinning. Default is false.
</p>
<h2>
Methods
</h2>
<p>
See the base [page:Material] class for common methods.
</p>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/zh/materials/MeshMatcapMaterial.html
0 → 100644
浏览文件 @
11ba896d
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
[page:Material]
→
<h1>
[name]
</h1>
<p
class=
"desc"
>
TODO
</p>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshMatcapMaterial"
></iframe>
<script>
// iOS iframe auto-resize workaround
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
scene
.
setAttribute
(
'
scrolling
'
,
'
no
'
);
}
</script>
<h2>
构造函数(Constructor)
</h2>
<h3>
[name]( [param:Object parameters] )
</h3>
<p>
[page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
材质的任何属性都可以从此处传入(包括从[page:Material]继承的任何属性)。
<br
/><br
/>
属性[page:Hexadecimal color]例外,其可以作为十六进制字符串传递,默认情况下为 *0xffffff*(白色),内部调用[page:Color.set](color)。
</p>
<h2>
属性(Properties)
</h2>
<p>
常用属性请参见基类[page:Material]。
</p>
<h3>
[property:Texture alphaMap]
</h3>
<p>
Talpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。
<br
/><br
/>
仅使用纹理的颜色,忽略alpha通道(如果存在)。对于RGB和RGBA纹理,[page:WebGLRenderer WebGL]渲染器在采样此纹理时将使用绿色通道,
因为在DXT压缩和未压缩RGB 565格式中为绿色提供了额外的精度。Luminance-only以及luminance/alpha纹理也仍然有效。
</p>
<h3>
[property:Texture bumpMap]
</h3>
<p>
用于创建凹凸贴图的纹理。黑色和白色值映射到与光照相关的感知深度。凹凸实际上不会影响对象的几何形状,只影响光照。如果定义了法线贴图,则将忽略该贴图。
</p>
<h3>
[property:Float bumpScale]
</h3>
<p>
凹凸贴图会对材质产生多大影响。典型范围是0-1。默认值为1。
</p>
<h3>
[property:Color color]
</h3>
<p>
材质的颜色([page:Color]),默认值为白色 (0xffffff)。
</p>
<h3>
[property:Texture displacementMap]
</h3>
<p>
位移贴图会影响网格顶点的位置,与仅影响材质的光照和阴影的其他贴图不同,移位的顶点可以投射阴影,阻挡其他对象,
以及充当真实的几何体。位移纹理是指:网格的所有顶点被映射为图像中每个像素的值(白色是最高的),并且被重定位。
</p>
<h3>
[property:Float displacementScale]
</h3>
<p>
位移贴图对网格的影响程度(黑色是无位移,白色是最大位移)。如果没有设置位移贴图,则不会应用此值。默认值为1。
</p>
<h3>
[property:Float displacementBias]
</h3>
<p>
位移贴图在网格顶点上的偏移量。如果没有设置位移贴图,则不会应用此值。默认值为0。
</p>
<h3>
[property:Boolean isMeshMatcapMaterial]
</h3>
<p>
TODO
<br
/><br
/>
因为其通常用在内部优化,所以不应该更改该属性值。
</p>
<h3>
[property:Texture map]
</h3>
<p>
颜色贴图。默认为null。纹理贴图颜色由漫反射颜色[page:.color]调节。
</p>
<h3>
[property:Texture matcap]
</h3>
<p>
TODO
</p>
<h3>
[property:boolean morphNormals]
</h3>
<p>
定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
<h3>
[property:Boolean morphTargets]
</h3>
<p>
定义材质是否使用morphTargets。默认值为false。
</p>
<h3>
[property:Texture normalMap]
</h3>
<p>
用于创建法线贴图的纹理。RGB值会影响每个像素片段的曲面法线,并更改颜色照亮的方式。法线贴图不会改变曲面的实际形状,只会改变光照。
</p>
<h3>
[property:Integer normalMapType]
</h3>
<p>
法线贴图的类型。
<br
/><br
/>
选项为[page:constant THREE.TangentSpaceNormalMap](默认)和[page:constant THREE.ObjectSpaceNormalMap]。
</p>
<h3>
[property:Vector2 normalScale]
</h3>
<p>
法线贴图对材质的影响程度。典型范围是0-1。默认值是[page:Vector2]设置为(1,1)。
</p>
<h3>
[property:Boolean skinning]
</h3>
<p>
材质是否使用蒙皮。默认值为false。
</p>
<h2>
方法(Methods)
</h2>
<p>
常用方法请参见基类[page:Material]。
</p>
<h2>
源码(Source)
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/list.js
浏览文件 @
11ba896d
...
...
@@ -254,6 +254,7 @@ var list = {
"
MeshBasicMaterial
"
:
"
api/en/materials/MeshBasicMaterial
"
,
"
MeshDepthMaterial
"
:
"
api/en/materials/MeshDepthMaterial
"
,
"
MeshLambertMaterial
"
:
"
api/en/materials/MeshLambertMaterial
"
,
"
MeshMatcapMaterial
"
:
"
api/en/materials/MeshMatcapMaterial
"
,
"
MeshNormalMaterial
"
:
"
api/en/materials/MeshNormalMaterial
"
,
"
MeshPhongMaterial
"
:
"
api/en/materials/MeshPhongMaterial
"
,
"
MeshPhysicalMaterial
"
:
"
api/en/materials/MeshPhysicalMaterial
"
,
...
...
@@ -684,6 +685,7 @@ var list = {
"
MeshBasicMaterial
"
:
"
api/zh/materials/MeshBasicMaterial
"
,
"
MeshDepthMaterial
"
:
"
api/zh/materials/MeshDepthMaterial
"
,
"
MeshLambertMaterial
"
:
"
api/zh/materials/MeshLambertMaterial
"
,
"
MeshMatcapMaterial
"
:
"
api/zh/materials/MeshMatcapMaterial
"
,
"
MeshNormalMaterial
"
:
"
api/zh/materials/MeshNormalMaterial
"
,
"
MeshPhongMaterial
"
:
"
api/zh/materials/MeshPhongMaterial
"
,
"
MeshPhysicalMaterial
"
:
"
api/zh/materials/MeshPhysicalMaterial
"
,
...
...
docs/scenes/js/material.js
浏览文件 @
11ba896d
...
...
@@ -125,6 +125,18 @@ var textureMaps = ( function () {
var
textureMapKeys
=
getObjectsKeys
(
textureMaps
);
var
matcaps
=
(
function
()
{
return
{
none
:
null
,
porcelainWhite
:
new
THREE
.
TextureLoader
().
load
(
'
../../examples/textures/matcaps/matcap-porcelain-white.jpg
'
)
};
}
)();
var
matcapKeys
=
getObjectsKeys
(
matcaps
);
function
generateVertexColors
(
geometry
)
{
var
positionAttribute
=
geometry
.
attributes
.
position
;
...
...
@@ -358,6 +370,22 @@ function guiMeshLambertMaterial( gui, mesh, material, geometry ) {
}
function
guiMeshMatcapMaterial
(
gui
,
mesh
,
material
)
{
var
data
=
{
color
:
material
.
color
.
getHex
(),
map
:
textureMapKeys
[
0
],
matcap
:
matcapKeys
[
1
]
};
var
folder
=
gui
.
addFolder
(
'
THREE.MeshMatcapMaterial
'
);
folder
.
addColor
(
data
,
'
color
'
).
onChange
(
handleColorChange
(
material
.
color
)
);
folder
.
add
(
data
,
'
map
'
,
textureMapKeys
).
onChange
(
updateTexture
(
material
,
'
map
'
,
textureMaps
)
);
folder
.
add
(
data
,
'
matcap
'
,
matcapKeys
).
onChange
(
updateTexture
(
material
,
'
matcap
'
,
matcaps
)
);
}
function
guiMeshPhongMaterial
(
gui
,
mesh
,
material
,
geometry
)
{
var
data
=
{
...
...
@@ -487,6 +515,16 @@ function chooseFromHash( gui, mesh, geometry ) {
break
;
case
'
MeshMatcapMaterial
'
:
material
=
new
THREE
.
MeshMatcapMaterial
(
{
color
:
0x2194CE
,
matcap
:
matcaps
.
porcelainWhite
}
);
guiMaterial
(
gui
,
mesh
,
material
,
geometry
);
guiMeshMatcapMaterial
(
gui
,
mesh
,
material
,
geometry
);
return
material
;
break
;
case
'
MeshPhongMaterial
'
:
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0x2194CE
}
);
...
...
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