提交 14fba464 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #11007 from Mugen87/dev

Docs: Clean up
......@@ -78,7 +78,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
......@@ -89,7 +89,7 @@
<div>
When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
and its extruded sides, you can use an instance of THREE.MultiMaterial. The first material will be
and its extruded sides, you can use an array of materials. The first material will be
applied to the face; the second material will be applied to the sides.
</div>
......@@ -112,7 +112,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
</div>
......@@ -131,7 +131,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
</div>
......
......@@ -78,7 +78,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
......@@ -89,7 +89,7 @@
<div>
When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
and its extruded sides, you can use an instance of THREE.MultiMaterial. The first material will be
and its extruded sides, you can use an array of materials. The first material will be
applied to the face; the second material will be applied to the sides.
</div>
......@@ -112,7 +112,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
</div>
......@@ -131,7 +131,7 @@
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded (creates Frames if frames aren't defined).</li>
<li>frames — An instance of THREE.TubeGeometry.FrenetFrames containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>frames — An object containing arrays of tangents, normals, binormals for each step along the extrudePath. </li>
<li>UVGenerator — Object. object that provides UV generator functions</li>
</ul>
</div>
......
<!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>
<h1>[name]</h1>
<div class="desc">
A Material to define multiple materials for the same geometry.
The geometry decides which material is used for which faces by the [page:Face3 faces materialindex].
The material index corresponds with the index of the material in the [page:.materials] array.
</div>
<h2>Examples</h2>
<div>
[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
[example:webgl_effects_parallaxbarrier WebGL / effect / parallaxbarrier]<br />
[example:webgl_geometry_colors_blender WebGL / geometry / colors / blender]<br />
[example:webgl_geometry_text_earcut WebGL / geometry / text / earcut]<br />
[example:webgl_geometry_text_pnltri WebGL / geometry / text / pnltri]<br />
[example:webgl_geometry_text WebGL / geometry / text]<br />
[example:webgl_loader_ctm_materials WebGL / loader / ctm / materials]<br />
[example:webgl_loader_json_blender WebGL / loader / json / blender]<br />
[example:webgl_loader_json_objconverter WebGL / loader / json / objconverter]<br />
[example:webgl_loader_mmd WebGL / loader / mmd]<br />
[example:webgl_materials_cars WebGL / materials / cars]<br />
[example:webgl_materials_lightmap WebGL / materials / lightmap]<br />
[example:webgl_materials WebGL / materials / / ]<br />
[example:webgl_nearestneighbour WebGL / nearestneighbour]<br />
[example:webgl_objects_update WebGL / objects / update]<br />
[example:webgl_panorama_cube WebGL / panorama / cube]<br />
[example:webgl_skinning_simple WebGL / skinning / simple]
</div>
<code>
//The following will create a cube with a different material applied to each side
var materials = [
new THREE.MeshBasicMaterial( { color: 0xff0000 } ), // right
new THREE.MeshBasicMaterial( { color: 0x0000ff } ), // left
new THREE.MeshBasicMaterial( { color: 0x00ff00 } ), // top
new THREE.MeshBasicMaterial( { color: 0xffff00 } ), // bottom
new THREE.MeshBasicMaterial( { color: 0x00ffff } ), // back
new THREE.MeshBasicMaterial( { color: 0xff00ff } ) // front
];
var cubeSidesMaterial = new THREE.MultiMaterial( materials );
var cubeGeometry = new THREE.BoxBufferGeometry( 100, 100, 100, 1, 1, 1 );
var cubeMesh = new THREE.Mesh( cubeGeometry, cubeSidesMaterial );
scene.add( cubeMesh );
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Array materials] )</h3>
<div>
[page:Array materials] -- an array of [page:Material Materials] to be used in the MultiMaterial.<br /><br />
Creates a new [name].
</div>
<h2>Properties</h2>
<h3>[property:Boolean isMultiMaterial]</h3>
<div>
Used to check whether this or derived classes are multi materials. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</div>
<h3>[property:Array materials]</h3>
<div>An array containing the materials being used by the MultiMaterial.</div>
<h3>[property:String uuid]</h3>
<div>
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
This gets automatically assigned, so this shouldn't be edited.
</div>
<h3>[property:Array visible]</h3>
<div>Whether or not [page:Mesh meshes] using this material should be rendered.</div>
<h2>Methods</h2>
<h3>[method:MultiMaterial clone]()</h3>
<div>Return a clone of this MultiMaterial.</div>
<h3>[method:null toJSON]( [page:object meta] )</h3>
<div>
meta -- object containing metadata such as textures or images for the material.<br />
Convert the material to three.js JSON format.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
......@@ -245,7 +245,6 @@ var list = {
[ "MeshPhysicalMaterial", "api/materials/MeshPhysicalMaterial" ],
[ "MeshStandardMaterial", "api/materials/MeshStandardMaterial" ],
[ "MeshToonMaterial", "api/materials/MeshToonMaterial" ],
[ "MultiMaterial", "api/materials/MultiMaterial" ],
[ "PointsMaterial", "api/materials/PointsMaterial" ],
[ "RawShaderMaterial", "api/materials/RawShaderMaterial" ],
[ "ShaderMaterial", "api/materials/ShaderMaterial" ],
......
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