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编写于
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docs/page.js
docs/page.js
+22
-22
docs/scenes/bones-browser.html
docs/scenes/bones-browser.html
+30
-30
docs/scenes/geometry-browser.html
docs/scenes/geometry-browser.html
+140
-139
docs/scenes/material-browser.html
docs/scenes/material-browser.html
+69
-69
未找到文件。
docs/api/en/audio/Audio.html
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@@ -22,14 +22,14 @@
<code>
// create an AudioListener and add it to the camera
var
listener = new THREE.AudioListener();
const
listener = new THREE.AudioListener();
camera.add( listener );
// create a global audio source
var
sound = new THREE.Audio( listener );
const
sound = new THREE.Audio( listener );
// load a sound and set it as the Audio object's buffer
var
audioLoader = new THREE.AudioLoader();
const
audioLoader = new THREE.AudioLoader();
audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
sound.setBuffer( buffer );
sound.setLoop( true );
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...
docs/api/en/audio/AudioAnalyser.html
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@@ -22,14 +22,14 @@
<code>
// create an AudioListener and add it to the camera
var
listener = new THREE.AudioListener();
const
listener = new THREE.AudioListener();
camera.add( listener );
// create an Audio source
var
sound = new THREE.Audio( listener );
const
sound = new THREE.Audio( listener );
// load a sound and set it as the Audio object's buffer
var
audioLoader = new THREE.AudioLoader();
const
audioLoader = new THREE.AudioLoader();
audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
sound.setBuffer( buffer );
sound.setLoop(true);
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...
@@ -38,10 +38,10 @@
});
// create an AudioAnalyser, passing in the sound and desired fftSize
var
analyser = new THREE.AudioAnalyser( sound, 32 );
const
analyser = new THREE.AudioAnalyser( sound, 32 );
// get the average frequency of the sound
var
data = analyser.getAverageFrequency();
const
data = analyser.getAverageFrequency();
</code>
<h2>
Examples
</h2>
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...
docs/api/en/audio/AudioListener.html
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@@ -22,14 +22,14 @@
<code>
// create an AudioListener and add it to the camera
var
listener = new THREE.AudioListener();
const
listener = new THREE.AudioListener();
camera.add( listener );
// create a global audio source
var
sound = new THREE.Audio( listener );
const
sound = new THREE.Audio( listener );
// load a sound and set it as the Audio object's buffer
var
audioLoader = new THREE.AudioLoader();
const
audioLoader = new THREE.AudioLoader();
audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
sound.setBuffer( buffer );
sound.setLoop(true);
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...
docs/api/en/audio/PositionalAudio.html
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@@ -22,14 +22,14 @@
<code>
// create an AudioListener and add it to the camera
var
listener = new THREE.AudioListener();
const
listener = new THREE.AudioListener();
camera.add( listener );
// create the PositionalAudio object (passing in the listener)
var
sound = new THREE.PositionalAudio( listener );
const
sound = new THREE.PositionalAudio( listener );
// load a sound and set it as the PositionalAudio object's buffer
var
audioLoader = new THREE.AudioLoader();
const
audioLoader = new THREE.AudioLoader();
audioLoader.load( 'sounds/song.ogg', function( buffer ) {
sound.setBuffer( buffer );
sound.setRefDistance( 20 );
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...
@@ -37,9 +37,9 @@
});
// create an object for the sound to play from
var
sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
var
material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
var
mesh = new THREE.Mesh( sphere, material );
const
sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
const
material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
const
mesh = new THREE.Mesh( sphere, material );
scene.add( mesh );
// finally add the sound to the mesh
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docs/api/en/cameras/CubeCamera.html
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@@ -18,15 +18,15 @@
<code>
// Create cube render target
var
cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
const
cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
// Create cube camera
var
cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
const
cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
scene.add( cubeCamera );
// Create car
var
chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
var
car = new Mesh( carGeometry, chromeMaterial );
const
chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
const
car = new Mesh( carGeometry, chromeMaterial );
scene.add( car );
// Update the render target cube
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docs/api/en/cameras/OrthographicCamera.html
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@@ -24,7 +24,7 @@
<h2>
Code Example
</h2>
<code>
var
camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
const
camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
scene.add( camera );
</code>
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docs/api/en/cameras/PerspectiveCamera.html
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@@ -22,7 +22,7 @@
<h2>
Code Example
</h2>
<code>
var
camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
const
camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
scene.add( camera );
</code>
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@@ -160,10 +160,10 @@
then for each monitor you would call it like this:
<br
/>
<code>
var
w = 1920;
var
h = 1080;
var
fullWidth = w * 3;
var
fullHeight = h * 2;
<code>
const
w = 1920;
const
h = 1080;
const
fullWidth = w * 3;
const
fullHeight = h * 2;
// A
camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
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docs/api/en/constants/CustomBlendingEquations.html
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<h2>
Code Example
</h2>
<code>
var
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
material.blending = THREE.CustomBlending;
material.blendEquation = THREE.AddEquation; //default
material.blendSrc = THREE.SrcAlphaFactor; //default
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docs/api/en/core/BufferGeometry.html
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@@ -24,10 +24,10 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.BufferGeometry();
const
geometry = new THREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
var
vertices = new Float32Array( [
const
vertices = new Float32Array( [
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
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@@ -39,8 +39,8 @@
// itemSize = 3 because there are 3 values (components) per vertex
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var
material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var
mesh = new THREE.Mesh( geometry, material );
const
material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
const
mesh = new THREE.Mesh( geometry, material );
</code>
<h2>
Examples
</h2>
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docs/api/en/core/EventDispatcher.html
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@@ -20,27 +20,23 @@
<code>
// Adding events to a custom object
var Car = function ()
{
class Car extends EventDispatcher
{
this.start = function
() {
start
() {
this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
};
}
};
// Mixing the EventDispatcher.prototype with the custom object prototype
Object.assign( Car.prototype, EventDispatcher.prototype );
// Using events with the custom object
var
car = new Car();
const
car = new Car();
car.addEventListener( 'start', function ( event ) {
alert( event.message );
alert( event.message );
} );
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docs/api/en/core/Face3.html
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@@ -19,19 +19,19 @@
<h2>
Code Example
</h2>
<code>
var
material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
const
material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
//create a triangular geometry
var
geometry = new THREE.Geometry();
const
geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
geometry.vertices.push( new THREE.Vector3( 50, -50, 0 ) );
geometry.vertices.push( new THREE.Vector3( 50, 50, 0 ) );
//create a new face using vertices 0, 1, 2
var
normal = new THREE.Vector3( 0, 0, 1 ); //optional
var
color = new THREE.Color( 0xffaa00 ); //optional
var
materialIndex = 0; //optional
var
face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
const
normal = new THREE.Vector3( 0, 0, 1 ); //optional
const
color = new THREE.Color( 0xffaa00 ); //optional
const
materialIndex = 0; //optional
const
face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
//add the face to the geometry's faces array
geometry.faces.push( face );
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docs/api/en/core/Geometry.html
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@@ -24,7 +24,7 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.Geometry();
const
geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( -10, 10, 0 ),
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docs/api/en/core/Raycaster.html
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@@ -18,8 +18,8 @@
<h2>
Code Example
</h2>
<code>
var
raycaster = new THREE.Raycaster();
var
mouse = new THREE.Vector2();
const
raycaster = new THREE.Raycaster();
const
mouse = new THREE.Vector2();
function onMouseMove( event ) {
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@@ -37,9 +37,9 @@
raycaster.setFromCamera( mouse, camera );
// calculate objects intersecting the picking ray
var
intersects = raycaster.intersectObjects( scene.children );
const
intersects = raycaster.intersectObjects( scene.children );
for (
var i = 0; i
<
intersects.length
;
i
++
)
{
for (
let i = 0; i
<
intersects.length
;
i
++
)
{
intersects
[
i
].
object.material.color.set
(
0
xff0000
);
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docs/api/en/core/Uniform.html
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@@ -218,11 +218,11 @@
It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
</p>
<code>
var
entry1 = {
const
entry1 = {
position: new Vector3(),
direction: new Vector3( 0, 0, 1 )
};
var
entry2 = {
const
entry2 = {
position: new Vector3( 1, 1, 1 ),
direction: new Vector3( 0, 1, 0 )
};
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docs/api/en/extras/core/Path.html
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@@ -19,18 +19,18 @@
<h2>
Code Example
</h2>
<code>
var
path = new THREE.Path();
const
path = new THREE.Path();
path.lineTo( 0, 0.8 );
path.quadraticCurveTo( 0, 1, 0.2, 1 );
path.lineTo( 1, 1 );
var
points = path.getPoints();
const
points = path.getPoints();
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color: 0xffffff } );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
material = new THREE.LineBasicMaterial( { color: 0xffffff } );
var
line = new THREE.Line( geometry, material );
const
line = new THREE.Line( geometry, material );
scene.add( line );
</code>
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docs/api/en/extras/core/Shape.html
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<h2>
Code Example
</h2>
<code>
var
heartShape = new THREE.Shape();
const
heartShape = new THREE.Shape();
heartShape.moveTo( 25, 25 );
heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
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@@ -30,11 +30,11 @@
heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
var
extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
const
extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
var
geometry = new THREE.ExtrudeBufferGeometry( heartShape, extrudeSettings );
const
geometry = new THREE.ExtrudeBufferGeometry( heartShape, extrudeSettings );
var
mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
const
mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
</code>
<h2>
Examples
</h2>
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docs/api/en/extras/curves/CatmullRomCurve3.html
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@@ -19,7 +19,7 @@
<code>
//Create a closed wavey loop
var
curve = new THREE.CatmullRomCurve3( [
const
curve = new THREE.CatmullRomCurve3( [
new THREE.Vector3( -10, 0, 10 ),
new THREE.Vector3( -5, 5, 5 ),
new THREE.Vector3( 0, 0, 0 ),
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...
@@ -27,13 +27,13 @@
new THREE.Vector3( 10, 0, 10 )
] );
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
curveObject = new THREE.Line( geometry, material );
const
curveObject = new THREE.Line( geometry, material );
</code>
<h2>
Examples
</h2>
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docs/api/en/extras/curves/CubicBezierCurve.html
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@@ -21,20 +21,20 @@
<h2>
Code Example
</h2>
<code>
var
curve = new THREE.CubicBezierCurve(
const
curve = new THREE.CubicBezierCurve(
new THREE.Vector2( -10, 0 ),
new THREE.Vector2( -5, 15 ),
new THREE.Vector2( 20, 15 ),
new THREE.Vector2( 10, 0 )
);
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
curveObject = new THREE.Line( geometry, material );
const
curveObject = new THREE.Line( geometry, material );
</code>
<h2>
Constructor
</h2>
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docs/api/en/extras/curves/CubicBezierCurve3.html
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@@ -21,20 +21,20 @@
<h2>
Code Example
</h2>
<code>
var
curve = new THREE.CubicBezierCurve3(
const
curve = new THREE.CubicBezierCurve3(
new THREE.Vector3( -10, 0, 0 ),
new THREE.Vector3( -5, 15, 0 ),
new THREE.Vector3( 20, 15, 0 ),
new THREE.Vector3( 10, 0, 0 )
);
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
curveObject = new THREE.Line( geometry, material );
const
curveObject = new THREE.Line( geometry, material );
</code>
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docs/api/en/extras/curves/EllipseCurve.html
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...
@@ -20,7 +20,7 @@
<h2>
Code Example
</h2>
<code>
var
curve = new THREE.EllipseCurve(
const
curve = new THREE.EllipseCurve(
0, 0, // ax, aY
10, 10, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
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...
@@ -28,13 +28,13 @@
0 // aRotation
);
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
ellipse = new THREE.Line( geometry, material );
const
ellipse = new THREE.Line( geometry, material );
</code>
<h2>
Constructor
</h2>
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...
docs/api/en/extras/curves/QuadraticBezierCurve.html
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...
@@ -21,19 +21,19 @@
<h2>
Code Example
</h2>
<code>
var
curve = new THREE.QuadraticBezierCurve(
const
curve = new THREE.QuadraticBezierCurve(
new THREE.Vector2( -10, 0 ),
new THREE.Vector2( 20, 15 ),
new THREE.Vector2( 10, 0 )
);
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
//Create the final object to add to the scene
var
curveObject = new THREE.Line( geometry, material );
//
Create the final object to add to the scene
const
curveObject = new THREE.Line( geometry, material );
</code>
<h2>
Constructor
</h2>
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...
docs/api/en/extras/curves/QuadraticBezierCurve3.html
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...
@@ -21,19 +21,19 @@
<h2>
Code Example
</h2>
<code>
var
curve = new THREE.QuadraticBezierCurve3(
const
curve = new THREE.QuadraticBezierCurve3(
new THREE.Vector3( -10, 0, 0 ),
new THREE.Vector3( 20, 15, 0 ),
new THREE.Vector3( 10, 0, 0 )
);
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
curveObject = new THREE.Line( geometry, material );
const
curveObject = new THREE.Line( geometry, material );
</code>
<h2>
Constructor
</h2>
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...
docs/api/en/extras/curves/SplineCurve.html
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...
@@ -21,7 +21,7 @@
<code>
// Create a sine-like wave
var
curve = new THREE.SplineCurve( [
const
curve = new THREE.SplineCurve( [
new THREE.Vector2( -10, 0 ),
new THREE.Vector2( -5, 5 ),
new THREE.Vector2( 0, 0 ),
...
...
@@ -29,13 +29,13 @@
new THREE.Vector2( 10, 0 )
] );
var
points = curve.getPoints( 50 );
var
geometry = new THREE.BufferGeometry().setFromPoints( points );
const
points = curve.getPoints( 50 );
const
geometry = new THREE.BufferGeometry().setFromPoints( points );
var
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const
material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
// Create the final object to add to the scene
var
splineObject = new THREE.Line( geometry, material );
const
splineObject = new THREE.Line( geometry, material );
</code>
<h2>
Constructor
</h2>
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docs/api/en/geometries/BoxBufferGeometry.html
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...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
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...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
var
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var
cube = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
const
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
</code>
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...
docs/api/en/geometries/BoxGeometry.html
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...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
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...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.BoxGeometry( 1, 1, 1 );
var
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var
cube = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.BoxGeometry( 1, 1, 1 );
const
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
</code>
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docs/api/en/geometries/CircleBufferGeometry.html
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@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,9 +35,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.CircleBufferGeometry( 5, 32 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
circle = new THREE.Mesh( geometry, material );
const
geometry = new THREE.CircleBufferGeometry( 5, 32 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
circle = new THREE.Mesh( geometry, material );
scene.add( circle );
</code>
...
...
docs/api/en/geometries/CircleGeometry.html
浏览文件 @
fe45628d
...
...
@@ -23,7 +23,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -36,9 +36,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.CircleGeometry( 5, 32 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
circle = new THREE.Mesh( geometry, material );
const
geometry = new THREE.CircleGeometry( 5, 32 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
circle = new THREE.Mesh( geometry, material );
scene.add( circle );
</code>
...
...
docs/api/en/geometries/ConeBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
cone = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
cone = new THREE.Mesh( geometry, material );
scene.add( cone );
</code>
...
...
docs/api/en/geometries/ConeGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.ConeGeometry( 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
cone = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.ConeGeometry( 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
cone = new THREE.Mesh( geometry, material );
scene.add( cone );
</code>
...
...
docs/api/en/geometries/CylinderBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
cylinder = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
cylinder = new THREE.Mesh( geometry, material );
scene.add( cylinder );
</code>
...
...
docs/api/en/geometries/CylinderGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
cylinder = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
cylinder = new THREE.Mesh( geometry, material );
scene.add( cylinder );
</code>
...
...
docs/api/en/geometries/DodecahedronBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/DodecahedronGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/EdgesGeometry.html
浏览文件 @
fe45628d
...
...
@@ -17,9 +17,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
var
edges = new THREE.EdgesGeometry( geometry );
var
line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
const
geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
const
edges = new THREE.EdgesGeometry( geometry );
const
line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
scene.add( line );
</code>
...
...
docs/api/en/geometries/ExtrudeBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -36,16 +36,16 @@
<code>
var
length = 12, width = 8;
const
length = 12, width = 8;
var
shape = new THREE.Shape();
const
shape = new THREE.Shape();
shape.moveTo( 0,0 );
shape.lineTo( 0, width );
shape.lineTo( length, width );
shape.lineTo( length, 0 );
shape.lineTo( 0, 0 );
var
extrudeSettings = {
const
extrudeSettings = {
steps: 2,
depth: 16,
bevelEnabled: true,
...
...
@@ -55,9 +55,9 @@
bevelSegments: 1
};
var
geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material ) ;
const
geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/ExtrudeGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -36,16 +36,16 @@
<code>
var
length = 12, width = 8;
const
length = 12, width = 8;
var
shape = new THREE.Shape();
const
shape = new THREE.Shape();
shape.moveTo( 0,0 );
shape.lineTo( 0, width );
shape.lineTo( length, width );
shape.lineTo( length, 0 );
shape.lineTo( 0, 0 );
var
extrudeSettings = {
const
extrudeSettings = {
steps: 2,
depth: 16,
bevelEnabled: true,
...
...
@@ -55,9 +55,9 @@
bevelSegments: 1
};
var
geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material ) ;
const
geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/IcosahedronBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -21,7 +21,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/IcosahedronGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/LatheBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,13 +35,13 @@
<h2>
Code Example
</h2>
<code>
var
points = [];
for (
var
i = 0; i
<
10;
i
++
)
{
const
points = [];
for (
let
i = 0; i
<
10;
i
++
)
{
points.push
(
new
THREE.Vector2
(
Math.sin
(
i
*
0.2
)
*
10
+
5,
(
i
-
5
)
*
2
)
);
}
var
geometry =
new
THREE.LatheBufferGeometry
(
points
);
var
material =
new
THREE.MeshBasicMaterial
(
{
color:
0
xffff00
}
);
var
lathe =
new
THREE.Mesh
(
geometry
,
material
);
const
geometry =
new
THREE.LatheBufferGeometry
(
points
);
const
material =
new
THREE.MeshBasicMaterial
(
{
color:
0
xffff00
}
);
const
lathe =
new
THREE.Mesh
(
geometry
,
material
);
scene.add
(
lathe
);
</
code
>
...
...
docs/api/en/geometries/LatheGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,13 +35,13 @@
<h2>
Code Example
</h2>
<code>
var
points = [];
for (
var
i = 0; i
<
10;
i
++
)
{
const
points = [];
for (
let
i = 0; i
<
10;
i
++
)
{
points.push
(
new
THREE.Vector2
(
Math.sin
(
i
*
0.2
)
*
10
+
5,
(
i
-
5
)
*
2
)
);
}
var
geometry =
new
THREE.LatheGeometry
(
points
);
var
material =
new
THREE.MeshBasicMaterial
(
{
color:
0
xffff00
}
);
var
lathe =
new
THREE.Mesh
(
geometry
,
material
);
const
geometry =
new
THREE.LatheGeometry
(
points
);
const
material =
new
THREE.MeshBasicMaterial
(
{
color:
0
xffff00
}
);
const
lathe =
new
THREE.Mesh
(
geometry
,
material
);
scene.add
(
lathe
);
</
code
>
...
...
docs/api/en/geometries/OctahedronBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -21,7 +21,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/OctahedronGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/ParametricBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,9 +35,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
klein = new THREE.Mesh( geometry, material );
const
geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
klein = new THREE.Mesh( geometry, material );
scene.add( klein );
</code>
...
...
docs/api/en/geometries/ParametricGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,9 +35,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
klein = new THREE.Mesh( geometry, material );
const
geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
klein = new THREE.Mesh( geometry, material );
scene.add( klein );
</code>
...
...
docs/api/en/geometries/PlaneBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var
plane = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
const
plane = new THREE.Mesh( geometry, material );
scene.add( plane );
</code>
...
...
docs/api/en/geometries/PlaneGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.PlaneGeometry( 5, 20, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var
plane = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.PlaneGeometry( 5, 20, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
const
plane = new THREE.Mesh( geometry, material );
scene.add( plane );
</code>
...
...
docs/api/en/geometries/PolyhedronBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -21,12 +21,12 @@
<h2>
Code Example
</h2>
<code>
var
verticesOfCube = [
const
verticesOfCube = [
-1,-1,-1, 1,-1,-1, 1, 1,-1, -1, 1,-1,
-1,-1, 1, 1,-1, 1, 1, 1, 1, -1, 1, 1,
];
var
indicesOfFaces = [
const
indicesOfFaces = [
2,1,0, 0,3,2,
0,4,7, 7,3,0,
0,1,5, 5,4,0,
...
...
@@ -35,7 +35,7 @@ var indicesOfFaces = [
4,5,6, 6,7,4
];
var
geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
const
geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
</code>
<h2>
Constructor
</h2>
...
...
docs/api/en/geometries/PolyhedronGeometry.html
浏览文件 @
fe45628d
...
...
@@ -19,12 +19,12 @@
<h2>
Code Example
</h2>
<code>
var
verticesOfCube = [
const
verticesOfCube = [
-1,-1,-1, 1,-1,-1, 1, 1,-1, -1, 1,-1,
-1,-1, 1, 1,-1, 1, 1, 1, 1, -1, 1, 1,
];
var
indicesOfFaces = [
const
indicesOfFaces = [
2,1,0, 0,3,2,
0,4,7, 7,3,0,
0,1,5, 5,4,0,
...
...
@@ -33,7 +33,7 @@ var indicesOfFaces = [
4,5,6, 6,7,4
];
var
geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
const
geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
</code>
<h2>
Constructor
</h2>
...
...
docs/api/en/geometries/RingBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
var
mesh = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
const
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/RingGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.RingGeometry( 1, 5, 32 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
var
mesh = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.RingGeometry( 1, 5, 32 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
const
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/ShapeBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -37,9 +37,9 @@
<code>
var
x = 0, y = 0;
const
x = 0, y = 0;
var
heartShape = new THREE.Shape();
const
heartShape = new THREE.Shape();
heartShape.moveTo( x + 5, y + 5 );
heartShape.bezierCurveTo( x + 5, y + 5, x + 4, y, x, y );
...
...
@@ -49,9 +49,9 @@
heartShape.bezierCurveTo( x + 16, y + 7, x + 16, y, x + 10, y );
heartShape.bezierCurveTo( x + 7, y, x + 5, y + 5, x + 5, y + 5 );
var
geometry = new THREE.ShapeBufferGeometry( heartShape );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material ) ;
const
geometry = new THREE.ShapeBufferGeometry( heartShape );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/ShapeGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -37,9 +37,9 @@
<code>
var
x = 0, y = 0;
const
x = 0, y = 0;
var
heartShape = new THREE.Shape();
const
heartShape = new THREE.Shape();
heartShape.moveTo( x + 5, y + 5 );
heartShape.bezierCurveTo( x + 5, y + 5, x + 4, y, x, y );
...
...
@@ -49,9 +49,9 @@
heartShape.bezierCurveTo( x + 16, y + 7, x + 16, y, x + 10, y );
heartShape.bezierCurveTo( x + 7, y, x + 5, y + 5, x + 5, y + 5 );
var
geometry = new THREE.ShapeGeometry( heartShape );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material ) ;
const
geometry = new THREE.ShapeGeometry( heartShape );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/SphereBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
sphere = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
</code>
...
...
docs/api/en/geometries/SphereGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.SphereGeometry( 5, 32, 32 );
var
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var
sphere = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.SphereGeometry( 5, 32, 32 );
const
material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
const
sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
</code>
...
...
docs/api/en/geometries/TetrahedronBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/TetrahedronGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
docs/api/en/geometries/TextBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -26,7 +26,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -39,11 +39,11 @@
<h2>
Code Example
</h2>
<code>
var
loader = new THREE.FontLoader();
const
loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
var
geometry = new THREE.TextBufferGeometry( 'Hello three.js!', {
const
geometry = new THREE.TextBufferGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
...
...
docs/api/en/geometries/TextGeometry.html
浏览文件 @
fe45628d
...
...
@@ -26,7 +26,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -39,11 +39,11 @@
<h2>
Code Example
</h2>
<code>
var
loader = new THREE.FontLoader();
const
loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
var
geometry = new THREE.TextGeometry( 'Hello three.js!', {
const
geometry = new THREE.TextGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
...
...
docs/api/en/geometries/TorusBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
torus = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
torus = new THREE.Mesh( geometry, material );
scene.add( torus );
</code>
...
...
docs/api/en/geometries/TorusGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
torus = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
torus = new THREE.Mesh( geometry, material );
scene.add( torus );
</code>
...
...
docs/api/en/geometries/TorusKnotBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
torusKnot = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
torusKnot = new THREE.Mesh( geometry, material );
scene.add( torusKnot );
</code>
...
...
docs/api/en/geometries/TorusKnotGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -34,9 +34,9 @@
<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
var
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var
torusKnot = new THREE.Mesh( geometry, material );
<code>
const
geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
const
material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const
torusKnot = new THREE.Mesh( geometry, material );
scene.add( torusKnot );
</code>
...
...
docs/api/en/geometries/TubeBufferGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,31 +35,32 @@
<h2>
Code Example
</h2>
<code>
function CustomSinCurve( scale )
{
class CustomSinCurve extends THREE.Curve
{
THREE.Curve.call( this );
constructor( scale = 1 ) {
this.scale = ( scale === undefined ) ? 1 : scale
;
super()
;
}
this.scale = scale;
}
CustomSinCurve.prototype = Object.create( THREE.Curve.prototype );
CustomSinCurve.prototype.constructor = CustomSinCurve;
getPoint( t, optionalTarget = new THREE.Vector3() ) {
CustomSinCurve.prototype.getPoint = function ( t ) {
const tx = t * 3 - 1.5;
const ty = Math.sin( 2 * Math.PI * t );
const tz = 0;
var tx = t * 3 - 1.5;
var ty = Math.sin( 2 * Math.PI * t );
var tz = 0;
return optionalTarget.set( tx, ty, tz ).multiplyScalar( this.scale );
return new THREE.Vector3( tx, ty, tz ).multiplyScalar( this.scale );
}
}
;
}
var
path = new CustomSinCurve( 10 );
var
geometry = new THREE.TubeBufferGeometry( path, 20, 2, 8, false );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material );
const
path = new CustomSinCurve( 10 );
const
geometry = new THREE.TubeBufferGeometry( path, 20, 2, 8, false );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
...
...
docs/api/en/geometries/TubeGeometry.html
浏览文件 @
fe45628d
...
...
@@ -22,7 +22,7 @@
if
(
/
(
iPad|iPhone|iPod
)
/g
.
test
(
navigator
.
userAgent
)
)
{
var
scene
=
document
.
getElementById
(
'
scene
'
);
const
scene
=
document
.
getElementById
(
'
scene
'
);
scene
.
style
.
width
=
getComputedStyle
(
scene
).
width
;
scene
.
style
.
height
=
getComputedStyle
(
scene
).
height
;
...
...
@@ -35,31 +35,32 @@
<h2>
Code Example
</h2>
<code>
function CustomSinCurve( scale )
{
class CustomSinCurve extends THREE.Curve
{
THREE.Curve.call( this );
constructor( scale = 1 ) {
this.scale = ( scale === undefined ) ? 1 : scale
;
super()
;
}
this.scale = scale;
}
CustomSinCurve.prototype = Object.create( THREE.Curve.prototype );
CustomSinCurve.prototype.constructor = CustomSinCurve;
getPoint( t, optionalTarget = new THREE.Vector3() ) {
CustomSinCurve.prototype.getPoint = function ( t ) {
const tx = t * 3 - 1.5;
const ty = Math.sin( 2 * Math.PI * t );
const tz = 0;
var tx = t * 3 - 1.5;
var ty = Math.sin( 2 * Math.PI * t );
var tz = 0;
return optionalTarget.set( tx, ty, tz ).multiplyScalar( this.scale );
return new THREE.Vector3( tx, ty, tz ).multiplyScalar( this.scale );
}
}
;
}
var
path = new CustomSinCurve( 10 );
var
geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
var
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var
mesh = new THREE.Mesh( geometry, material );
const
path = new CustomSinCurve( 10 );
const
geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
const
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
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<h2>
Code Example
</h2>
<code>
var
geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
const
geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
var
wireframe = new THREE.WireframeGeometry( geometry );
const
wireframe = new THREE.WireframeGeometry( geometry );
var
line = new THREE.LineSegments( wireframe );
const
line = new THREE.LineSegments( wireframe );
line.material.depthTest = false;
line.material.opacity = 0.25;
line.material.transparent = true;
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<h2>
Code Example
</h2>
<code>
var
dir = new THREE.Vector3( 1, 2, 0 );
const
dir = new THREE.Vector3( 1, 2, 0 );
//normalize the direction vector (convert to vector of length 1)
dir.normalize();
var
origin = new THREE.Vector3( 0, 0, 0 );
var
length = 1;
var
hex = 0xffff00;
const
origin = new THREE.Vector3( 0, 0, 0 );
const
length = 1;
const
hex = 0xffff00;
var
arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
const
arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
scene.add( arrowHelper );
</code>
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<h2>
Code Example
</h2>
<code>
var
axesHelper = new THREE.AxesHelper( 5 );
const
axesHelper = new THREE.AxesHelper( 5 );
scene.add( axesHelper );
</code>
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<h2>
Code Example
</h2>
<code>
var
box = new THREE.Box3();
const
box = new THREE.Box3();
box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
var
helper = new THREE.Box3Helper( box, 0xffff00 );
const
helper = new THREE.Box3Helper( box, 0xffff00 );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
sphere = new THREE.SphereBufferGeometry();
var
object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
var
box = new THREE.BoxHelper( object, 0xffff00 );
const
sphere = new THREE.SphereBufferGeometry();
const
object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
const
box = new THREE.BoxHelper( object, 0xffff00 );
scene.add( box );
</code>
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<h2>
Code Example
</h2>
<code>
var
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var
helper = new THREE.CameraHelper( camera );
const
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const
helper = new THREE.CameraHelper( camera );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
light = new THREE.DirectionalLight( 0xFFFFFF );
var
helper = new THREE.DirectionalLightHelper( light, 5 );
const
light = new THREE.DirectionalLight( 0xFFFFFF );
const
helper = new THREE.DirectionalLightHelper( light, 5 );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
size = 10;
var
divisions = 10;
<code>
const
size = 10;
const
divisions = 10;
var
gridHelper = new THREE.GridHelper( size, divisions );
const
gridHelper = new THREE.GridHelper( size, divisions );
scene.add( gridHelper );
</code>
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<h2>
Code Example
</h2>
<code>
var
light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
var
helper = new THREE.HemisphereLightHelper( light, 5 );
const
light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
const
helper = new THREE.HemisphereLightHelper( light, 5 );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
var
helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
const
plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
const
helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
const
pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
pointLight.position.set( 10, 10, 10 );
scene.add( pointLight );
var
sphereSize = 1;
var
pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
const
sphereSize = 1;
const
pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
scene.add( pointLightHelper );
</code>
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<h2>
Code Example
</h2>
<code>
var
radius = 10;
var
radials = 16;
var
circles = 8;
var
divisions = 64;
const
radius = 10;
const
radials = 16;
const
circles = 8;
const
divisions = 64;
var
helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
const
helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
helper = new THREE.SkeletonHelper( skinnedMesh );
const
helper = new THREE.SkeletonHelper( skinnedMesh );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
var
spotLight = new THREE.SpotLight( 0xffffff );
const
spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 10, 10, 10 );
scene.add( spotLight );
var
spotLightHelper = new THREE.SpotLightHelper( spotLight );
const
spotLightHelper = new THREE.SpotLightHelper( spotLight );
scene.add( spotLightHelper );
</code>
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docs/api/en/lights/AmbientLight.html
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<h2>
Code Example
</h2>
<code>
var
light = new THREE.AmbientLight( 0x404040 ); // soft white light
const
light = new THREE.AmbientLight( 0x404040 ); // soft white light
scene.add( light );
</code>
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<code>
// White directional light at half intensity shining from the top.
var
directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
const
directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
scene.add( directionalLight );
</code>
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[page:Object3D.position position] property), like so:
</p>
<code>
var
targetObject = new THREE.Object3D();
const
targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
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<h2>
Code Example
</h2>
<code>
var
light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
const
light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
</code>
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docs/api/en/lights/PointLight.html
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<h2>
Code Example
</h2>
<code>
var
light = new THREE.PointLight( 0xff0000, 1, 100 );
const
light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
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<h2>
Code Example
</h2>
<code>
var
width = 10;
var
height = 10;
var
intensity = 1;
var
rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
const
width = 10;
const
height = 10;
const
intensity = 1;
const
rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
rectLight.position.set( 5, 5, 0 );
rectLight.lookAt( 0, 0, 0 );
scene.add( rectLight )
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
const
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
rectLight.add( rectLightHelper );
</code>
<h2>
Examples
</h2>
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docs/api/en/lights/SpotLight.html
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<code>
// white spotlight shining from the side, casting a shadow
var
spotLight = new THREE.SpotLight( 0xffffff );
const
spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.castShadow = true;
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It is also possible to set the target to be another object in the scene (anything with a
[page:Object3D.position position] property), like so:
<code>
var
targetObject = new THREE.Object3D();
const
targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
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docs/api/en/lights/shadows/DirectionalLightShadow.html
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<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var
renderer = new THREE.WebGLRenderer();
const
renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a DirectionalLight and turn on shadows for the light
var
light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
light.position.set( 0, 1, 0 );
//default; light shining from top
light.castShadow = true;
// default false
const
light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
light.position.set( 0, 1, 0 ); //default; light shining from top
light.castShadow = true; // default false
scene.add( light );
//Set up shadow properties for the light
light.shadow.mapSize.width = 512;
// default
light.shadow.mapSize.width = 512; // default
light.shadow.mapSize.height = 512; // default
light.shadow.camera.near = 0.5;
// default
light.shadow.camera.far = 500;
// default
light.shadow.camera.near = 0.5; // default
light.shadow.camera.far = 500; // default
//Create a sphere that cast shadows (but does not receive them)
var
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
const
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
const
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
const
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
var
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var
plane = new THREE.Mesh( planeGeometry, planeMaterial );
const
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
const
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
const
plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
var
helper = new THREE.CameraHelper( light.shadow.camera );
const
helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
</code>
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...
@@ -19,39 +19,39 @@
<h2>
Code Example
</h2>
<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var
renderer = new THREE.WebGLRenderer();
const
renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a PointLight and turn on shadows for the light
var
light = new THREE.PointLight( 0xffffff, 1, 100 );
const
light = new THREE.PointLight( 0xffffff, 1, 100 );
light.position.set( 0, 10, 0 );
light.castShadow = true;
// default false
light.castShadow = true; // default false
scene.add( light );
//Set up shadow properties for the light
light.shadow.mapSize.width = 512;
// default
light.shadow.mapSize.width = 512; // default
light.shadow.mapSize.height = 512; // default
light.shadow.camera.near = 0.5;
// default
light.shadow.camera.far = 500
// default
light.shadow.camera.near = 0.5; // default
light.shadow.camera.far = 500
;
// default
//Create a sphere that cast shadows (but does not receive them)
var
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
const
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
const
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
const
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
var
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var
plane = new THREE.Mesh( planeGeometry, planeMaterial );
const
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
const
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
const
plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
var
helper = new THREE.CameraHelper( light.shadow.camera );
const
helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
</code>
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<h2>
Code Example
</h2>
<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var
renderer = new THREE.WebGLRenderer();
const
renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a SpotLight and turn on shadows for the light
var
light = new THREE.SpotLight( 0xffffff );
light.castShadow = true;
// default false
const
light = new THREE.SpotLight( 0xffffff );
light.castShadow = true; // default false
scene.add( light );
//Set up shadow properties for the light
light.shadow.mapSize.width = 512;
// default
light.shadow.mapSize.width = 512; // default
light.shadow.mapSize.height = 512; // default
light.shadow.camera.near = 0.5;
// default
light.shadow.camera.far = 500
// default
light.shadow.focus = 1;
// default
light.shadow.camera.near = 0.5; // default
light.shadow.camera.far = 500
;
// default
light.shadow.focus = 1; // default
//Create a sphere that cast shadows (but does not receive them)
var
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
const
sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
const
sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
const
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
var
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var
plane = new THREE.Mesh( planeGeometry, planeMaterial );
const
planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
const
planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
const
plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
var
helper = new THREE.CameraHelper( light.shadow.camera );
const
helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
</code>
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<code>
// instantiate a loader
var
loader = new THREE.AnimationLoader();
const
loader = new THREE.AnimationLoader();
// load a resource
loader.load(
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<code>
// instantiate a listener
var
audioListener = new THREE.AudioListener();
const
audioListener = new THREE.AudioListener();
// add the listener to the camera
camera.add( audioListener );
// instantiate audio object
var
oceanAmbientSound = new THREE.Audio( audioListener );
const
oceanAmbientSound = new THREE.Audio( audioListener );
// add the audio object to the scene
scene.add( oceanAmbientSound );
// instantiate a loader
var
loader = new THREE.AudioLoader();
const
loader = new THREE.AudioLoader();
// load a resource
loader.load(
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<code>
// instantiate a loader
var
loader = new THREE.BufferGeometryLoader();
const
loader = new THREE.BufferGeometryLoader();
// load a resource
loader.load(
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@@ -30,8 +30,8 @@
// onLoad callback
function ( geometry ) {
var
material = new THREE.MeshLambertMaterial( { color: 0xF5F5F5 } );
var
object = new THREE.Mesh( geometry, material );
const
material = new THREE.MeshLambertMaterial( { color: 0xF5F5F5 } );
const
object = new THREE.Mesh( geometry, material );
scene.add( object );
},
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docs/api/en/loaders/CubeTextureLoader.html
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<h2>
Code Example
</h2>
<code>
var
scene = new THREE.Scene();
const
scene = new THREE.Scene();
scene.background = new THREE.CubeTextureLoader()
.setPath( 'textures/cubeMaps/' )
.load( [
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docs/api/en/loaders/FileLoader.html
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<h2>
Code Example
</h2>
<code>
var
loader = new THREE.FileLoader();
const
loader = new THREE.FileLoader();
//load a text file and output the result to the console
loader.load(
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docs/api/en/loaders/FontLoader.html
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<h2>
Code Example
</h2>
<code>
var
loader = new THREE.FontLoader();
var
font = loader.load(
const
loader = new THREE.FontLoader();
const
font = loader.load(
// resource URL
'fonts/helvetiker_bold.typeface.json',
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<code>
// instantiate a loader
var
loader = new THREE.ImageBitmapLoader();
const
loader = new THREE.ImageBitmapLoader();
// set options if needed
loader.setOptions( { imageOrientation: 'flipY' } );
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// onLoad callback
function ( imageBitmap ) {
var
texture = new THREE.CanvasTexture( imageBitmap );
var
material = new THREE.MeshBasicMaterial( { map: texture } );
const
texture = new THREE.CanvasTexture( imageBitmap );
const
material = new THREE.MeshBasicMaterial( { map: texture } );
},
// onProgress callback currently not supported
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<code>
// instantiate a loader
var
loader = new THREE.ImageLoader();
const
loader = new THREE.ImageLoader();
// load a image resource
loader.load(
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@@ -32,8 +32,8 @@
// onLoad callback
function ( image ) {
// use the image, e.g. draw part of it on a canvas
var
canvas = document.createElement( 'canvas' );
var
context = canvas.getContext( '2d' );
const
canvas = document.createElement( 'canvas' );
const
context = canvas.getContext( '2d' );
context.drawImage( image, 100, 100 );
},
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<code>
// instantiate a loader
var
loader = new THREE.MaterialLoader();
const
loader = new THREE.MaterialLoader();
// load a resource
loader.load(
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docs/api/en/loaders/ObjectLoader.html
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<h2>
Code Example
</h2>
<code>
var
loader = new THREE.ObjectLoader();
const
loader = new THREE.ObjectLoader();
loader.load(
// resource URL
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// Alternatively, to parse a previously loaded JSON structure
var
object = loader.parse( a_json_object );
const
object = loader.parse( a_json_object );
scene.add( object );
</code>
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<h2>
Code Example
</h2>
<code>
var
texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
const
texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
// immediately use the texture for material creation
var
material = new THREE.MeshBasicMaterial( { map: texture } );
const
material = new THREE.MeshBasicMaterial( { map: texture } );
</code>
<h2>
Code Example with Callbacks
</h2>
<code>
// instantiate a loader
var
loader = new THREE.TextureLoader();
const
loader = new THREE.TextureLoader();
// load a resource
loader.load(
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// onLoad callback
function ( texture ) {
// in this example we create the material when the texture is loaded
var
material = new THREE.MeshBasicMaterial( {
const
material = new THREE.MeshBasicMaterial( {
map: texture
} );
},
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</p>
<code>
var
manager = new THREE.LoadingManager();
const
manager = new THREE.LoadingManager();
manager.onStart = function ( url, itemsLoaded, itemsTotal ) {
console.log( 'Started loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );
...
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};
var
loader = new THREE.OBJLoader( manager );
const
loader = new THREE.OBJLoader( manager );
loader.load( 'file.obj', function ( object ) {
//
...
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@@ -70,12 +70,12 @@
<code>
// Blob or File objects created when dragging files into the webpage.
var
blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
const
blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
var
manager = new THREE.LoadingManager();
const
manager = new THREE.LoadingManager();
// Initialize loading manager with URL callback.
var
objectURLs = [];
const
objectURLs = [];
manager.setURLModifier( ( url ) => {
url = URL.createObjectURL( blobs[ url ] );
...
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} );
// Load as usual, then revoke the blob URLs.
var
loader = new THREE.GLTFLoader( manager );
const
loader = new THREE.GLTFLoader( manager );
loader.load( 'fish.gltf', (gltf) => {
scene.add( gltf.scene );
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<h2>
Code Example
</h2>
<code>
var
material = new THREE.LineBasicMaterial( {
const
material = new THREE.LineBasicMaterial( {
color: 0xffffff,
linewidth: 1,
linecap: 'round', //ignored by WebGLRenderer
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