diff --git a/docs/api/zh/materials/LineDashedMaterial.html b/docs/api/zh/materials/LineDashedMaterial.html index f6a47c3e01c71fe0fb49a8e048a1feadaf54e2be..6345a1b57d3f5ebfb8003179c176316589f7c6d2 100644 --- a/docs/api/zh/materials/LineDashedMaterial.html +++ b/docs/api/zh/materials/LineDashedMaterial.html @@ -10,7 +10,7 @@
[page:Material] → -一种用于绘制虚线样式几何体的材质。
diff --git a/docs/api/zh/materials/Material.html b/docs/api/zh/materials/Material.html index a1b5e6c345eba567ea9787e81161b532b42fd092..64713ae2acba2a39f29a960662b02f0a2ba7d1f3 100644 --- a/docs/api/zh/materials/Material.html +++ b/docs/api/zh/materials/Material.html @@ -8,7 +8,7 @@ -材质的抽象基类。
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,
diff --git a/docs/api/zh/materials/MeshBasicMaterial.html b/docs/api/zh/materials/MeshBasicMaterial.html
index 0b8e713edbd0a7c0a2925a9a2fa84d328fb0798d..d33e0d9393f3fe83226dae1b1727cf2f0098e27d 100644
--- a/docs/api/zh/materials/MeshBasicMaterial.html
+++ b/docs/api/zh/materials/MeshBasicMaterial.html
@@ -10,7 +10,7 @@
一个以简单着色(平面或线框)方式来绘制几何体的材质。
diff --git a/docs/api/zh/materials/MeshDepthMaterial.html b/docs/api/zh/materials/MeshDepthMaterial.html
index 39d824d80c8e6314c83daf7e1d4a0525bf6cbe6e..9b7415ad62dcd9c0b41b2eca649a207d3a82fcaa 100644
--- a/docs/api/zh/materials/MeshDepthMaterial.html
+++ b/docs/api/zh/materials/MeshDepthMaterial.html
@@ -10,7 +10,7 @@
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。
diff --git a/docs/api/zh/materials/MeshLambertMaterial.html b/docs/api/zh/materials/MeshLambertMaterial.html index 5d38a4b2a1f56781cf665ddb3580674326e50278..a53e8ced7e8c811697feed074fa717368733bd1f 100644 --- a/docs/api/zh/materials/MeshLambertMaterial.html +++ b/docs/api/zh/materials/MeshLambertMaterial.html @@ -10,24 +10,17 @@ [page:Material] → -
- A material for non-shiny surfaces, without specular highlights.
+
一种用于非光泽表面的材质,没有镜面高光。
+ 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)。
- 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).
-
-
- 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.
-
- 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。
+ 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。
- [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.
-
- 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.
+
[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)。
+ 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)。
See the base [page:Material] class for common properties.
+常用属性请参见基类[page:Material]。
The alpha map is a grayscale texture that controls the opacity across the surface
- (black: fully transparent; white: fully opaque). Default is null.
-
- 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.
+
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。.
+
+ 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。
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.
+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。
Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.
+环境遮挡效应的强度。默认值为1。零是不遮挡效果。
[page:Color] of the material, by default set to white (0xffffff).
+材质的颜色([page:Color]),默认值为白色 (0xffffff)。
- How to combine the result of the surface's color with the environment map, if any.
+
如何将表面颜色的结果与环境贴图(如果有)结合起来。
- 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。
- Emissive (light) color of the material, essentially a solid color unaffected by other lighting. - Default is black. +
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。
- 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. +
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。
Intensity of the emissive light. Modulates the emissive color. Default is 1.
+放射光强度。调节发光颜色。默认为1。
The environment map. Default is null.
+环境贴图。默认值为null。
- Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.
+
用于检查此类或派生类是否为Lambert网格材质。默认值为 *true*。
- 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。
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.
+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。
Intensity of the baked light. Default is 1.
+烘焙光的强度。默认值为1。
The color map. Default is null.
+颜色贴图。默认为null。
- Defines whether the material uses morphNormals. Set as true to pass morphNormal - attributes from the [page:Geometry] to the shader. Default is *false*. +
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*。
Define whether the material uses morphTargets. Default is false.
+定义材质是否使用morphTargets。默认值为false。
How much the environment map affects the surface; also see [page:.combine].
+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。
- 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*. +
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*。
Define whether the material uses skinning. Default is false.
+材质是否使用蒙皮。默认值为false。
Specular map used by the material. Default is null.
+材质使用的高光贴图。默认值为null。
Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).
+将几何体渲染为线框。默认值为*false*(即渲染为平面多边形)。
- Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.
-
- 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.
+
定义线两端的外观。可能的值是 'butt','round' 和 'square'。默认为'round'。
+ 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。
- Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.
-
- 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'。
+ 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。
Controls wireframe thickness. Default is 1.
-
- 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.
+
控制线框宽度。默认值为1。
+ 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。
See the base [page:Material] class for common methods.
+常用方法请参见基类[page:Material]。
-