Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
8c0b6988
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
8c0b6988
编写于
9月 12, 2018
作者:
D
duanjobs
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
MeshLambertMaterial
上级
8b376e23
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
60 addition
and
93 deletion
+60
-93
docs/api/zh/materials/LineDashedMaterial.html
docs/api/zh/materials/LineDashedMaterial.html
+1
-1
docs/api/zh/materials/Material.html
docs/api/zh/materials/Material.html
+1
-1
docs/api/zh/materials/MeshBasicMaterial.html
docs/api/zh/materials/MeshBasicMaterial.html
+1
-1
docs/api/zh/materials/MeshDepthMaterial.html
docs/api/zh/materials/MeshDepthMaterial.html
+1
-1
docs/api/zh/materials/MeshLambertMaterial.html
docs/api/zh/materials/MeshLambertMaterial.html
+56
-89
未找到文件。
docs/api/zh/materials/LineDashedMaterial.html
浏览文件 @
8c0b6988
...
...
@@ -10,7 +10,7 @@
<body>
[page:Material]
→
<h1>
虚线材质
[name]
</h1>
<h1>
虚线材质
([name])
</h1>
<p
class=
"desc"
>
一种用于绘制虚线样式几何体的材质。
</p>
...
...
docs/api/zh/materials/Material.html
浏览文件 @
8c0b6988
...
...
@@ -8,7 +8,7 @@
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
材质
[name]
</h1>
<h1>
材质
([name])
</h1>
<p
class=
"desc"
>
材质的抽象基类。
<br/><br/>
材质描述了对象[page:Object objects]的外观。它们的定义方式与渲染器无关,
...
...
docs/api/zh/materials/MeshBasicMaterial.html
浏览文件 @
8c0b6988
...
...
@@ -10,7 +10,7 @@
<body>
[page:Material]
→
<h1>
基础网格材质
[name]
</h1>
<h1>
基础网格材质
([name])
</h1>
<p
class=
"desc"
>
一个以简单着色(平面或线框)方式来绘制几何体的材质。
<br
/><br
/>
...
...
docs/api/zh/materials/MeshDepthMaterial.html
浏览文件 @
8c0b6988
...
...
@@ -10,7 +10,7 @@
<body>
[page:Material]
→
<h1>
深度网格材质
[name]
</h1>
<h1>
深度网格材质
([name])
</h1>
<p
class=
"desc"
>
一种用于按深度绘制几何体的材质。深度基于相机远近平面。白色最近,黑色最远。
</p>
...
...
docs/api/zh/materials/MeshLambertMaterial.html
浏览文件 @
8c0b6988
...
...
@@ -10,24 +10,17 @@
<body>
[page:Material]
→
<h1>
[name]
</h1>
<h1>
Lambert网格材质([name])
</h1>
<p
class=
"desc"
>
A material for non-shiny surfaces, without specular highlights.
<br
/><br
/>
<p
class=
"desc"
>
一种用于非光泽表面的材质,没有镜面高光。
<br
/><br
/>
该材质使用基于非物理的[link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]模型来计算反射率。
这可以很好地模拟一些表面(例如未经处理的木材或石材),但不能模拟具有镜面高光的光泽表面(例如涂漆木材)。
<br
/><br
/>
The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
model for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well,
but cannot simulate shiny surfaces with specular highlights (such as varnished wood).
<br
/><br
/>
Shading is calculated using a [link:https://en.wikipedia.org/wiki/Gouraud_shading Gouraud] shading model.
This calculates shading per vertex (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shader])
and interpolates the results over the polygon's faces.
<br
/><br
/>
Due to the simplicity of the reflectance and illumination models, performance will be greater
when using this material over the [page:MeshPhongMaterial], [page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
at the cost of some graphical accuracy.
使用[link:https://en.wikipedia.org/wiki/Gouraud_shading Gouraud]着色模型计算着色。
这将计算每个顶点的着色(如在[link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shader]中)并在多边形的面上插入结果。
<br
/><br
/>
由于反射率和光照模型的简单性,[page:MeshPhongMaterial],[page:MeshStandardMaterial]或者[page:MeshPhysicalMaterial]
上使用这种材质时会以一些图形精度为代价,得到更高的性能。
</p>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshLambertMaterial"
></iframe>
...
...
@@ -48,144 +41,118 @@
</script>
<h2>
Constructor
</h2>
<h2>
构造函数(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>
[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>
Properties
</h2>
<p>
See the base [page:Material] class for common properties.
</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>
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>
alpha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。单亮度以及亮度/alpha纹理也仍然有效。
</p>
<h3>
[property:Texture aoMap]
</h3>
<p>
The red channel of this texture is used as the ambient occlusion map. Default is null.
The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
and [page:Texture offset] Texture properties.
</p>
<h3>
[property:Texture aoMap]
</h3>
设置环境遮挡贴图。默认为空。aoMap需要第二套UV。
<p>
该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。
</p>
<h3>
[property:Float aoMapIntensity]
</h3>
<p>
Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.
</p>
<p>
环境遮挡效应的强度。默认值为1。零是不遮挡效果。
</p>
<h3>
[property:Color color]
</h3>
<p>
[page:Color] of the material, by default set to white (0xffffff).
</p>
<p>
材质的颜色([page:Color]),默认值为白色 (0xffffff)。
</p>
<h3>
[property:Integer combine]
</h3>
<p>
How to combine the result of the surface's color with the environment map, if any.
<br
/><br
/>
<p>
如何将表面颜色的结果与环境贴图(如果有)结合起来。
<br
/><br
/>
Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
blend between the two colors.
选项为[page:Materials THREE.Multiply](默认值),[page:Materials THREE.MixOperation],
[page:Materials THREE.AddOperation]。如果选择多个,则使用[page:.reflectivity]在两种颜色之间进行混合。
</p>
<h3>
[property:Color emissive]
</h3>
<p>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is black.
<p>
材质的放射(光)颜色,基本上是不受其他光照影响的固有颜色。默认为黑色。
</p>
<h3>
[property:Texture emissiveMap]
</h3>
<p>
Set emissive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
<p>
设置放射(发光)贴图。默认值为null。放射贴图颜色由放射颜色和强度所调节。
如果你有一个放射贴图,请务必将放射颜色设置为黑色以外的其他颜色。
</p>
<h3>
[property:Float emissiveIntensity]
</h3>
<p>
Intensity of the emissive light. Modulates the emissive color. Default is 1.
</p>
<p>
放射光强度。调节发光颜色。默认为1。
</p>
<h3>
[property:TextureCube envMap]
</h3>
<p>
The environment map. Default is null.
</p>
<p>
环境贴图。默认值为null。
</p>
<h3>
[property:Boolean isMeshLambertMaterial]
</h3>
<p>
Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.
<br
/><br
/>
<p>
用于检查此类或派生类是否为Lambert网格材质。默认值为 *true*。
<br
/><br
/>
You should not change this, as it used internally for optimisation.
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 lightMap]
</h3>
<p>
The light map. Default is null. The lightMap requires a second set of UVs,
and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
Texture properties.
</p>
<p>
光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。
</p>
<h3>
[property:Float lightMapIntensity]
</h3>
<p>
Intensity of the baked light. Default is 1.
</p>
<p>
烘焙光的强度。默认值为1。
</p>
<h3>
[property:Texture map]
</h3>
<p>
The color map. Default is null.
</p>
<p>
颜色贴图。默认为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>
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>
Define whether the material uses morphTargets. Default is false.
</p>
<p>
定义材质是否使用morphTargets。默认值为false。
</p>
<h3>
[property:Float reflectivity]
</h3>
<p>
How much the environment map affects the surface; also see [page:.combine].
</p>
<p>
环境贴图对表面的影响程度; 见[page:.combine]。默认值为1,有效范围介于0(无反射)和1(完全反射)之间。
</p>
<h3>
[property:Float refractionRatio]
</h3>
<p>
The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
The refraction ratio should not exceed 1. Default is *0.98*.
<p>
空气的折射率(IOR)(约为1)除以材料的折射率。它与环境映射模式[page:Textures THREE.CubeRefractionMapping]
和[page:Textures THREE.EquirectangularRefractionMapping]一起使用。
折射率不应超过1.默认值为*0.98*。
</p>
<h3>
[property:Boolean skinning]
</h3>
<p>
Define whether the material uses skinning. Default is false.
</p>
<p>
材质是否使用蒙皮。默认值为false。
</p>
<h3>
[property:Texture specularMap]
</h3>
<p>
Specular map used by the material. Default is null.
</p>
<p>
材质使用的高光贴图。默认值为null。
</p>
<h3>
[property:Boolean wireframe]
</h3>
<p>
Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).
</p>
<p>
将几何体渲染为线框。默认值为*false*(即渲染为平面多边形)。
</p>
<h3>
[property:String wireframeLinecap]
</h3>
<p>
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.
<br
/><br
/>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
<p>
定义线两端的外观。可能的值是 'butt','round' 和 'square'。默认为'round'。
<br
/><br
/>
该属性对应于[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]属性,
并且会被[page:WebGLRenderer WebGL]渲染器忽略。
</p>
<h3>
[property:String wireframeLinejoin]
</h3>
<p>
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.
<br
/><br
/>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
定义线连接节点的样式。可用值为 'round', 'bevel' 和 'miter'。默认值为 'round'。
<br
/><br
/>
该属性对应于[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]属性,
并且会被[page:WebGLRenderer WebGL]渲染器忽略。
</p>
<h3>
[property:Float wireframeLinewidth]
</h3>
<p>
Controls wireframe thickness. Default is 1.
<br
/><br
/>
Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
always be 1 regardless of the set value.
<p>
控制线框宽度。默认值为1。
<br
/><br
/>
由于[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]与
大多数平台上的[page:WebGLRenderer WebGL]渲染器的限制,无论如何设置该值,线宽始终为1。
</p>
<h2>
Methods
</h2>
<p>
See the base [page:Material] class for common methods.
</p>
<h2>
方法(Methods)
</h2>
<p>
常用方法请参见基类[page:Material]。
</p>
<h2>
Source
</h2>
<h2>
源码(Source)
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录