提交 c5a5cf4b 编写于 作者: L Lewy Blue

New branch of branding fix

上级 9b214b17
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<h1>Polyfills</h1>
<div class="desc">Three includes polyfills for the following functions and constants.</div>
<div class="desc">Three.js includes polyfills for the following functions and constants.</div>
<h3>[page:Number.EPSILON Number.EPSILON]</h3>
<div>
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</code>
<div id="rev">
The current Three.js [link:https://github.com/mrdoob/three.js/releases revision number].
The current three.js [link:https://github.com/mrdoob/three.js/releases revision number].
</div>
<h2>Mouse Buttons</h2>
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<h1>[name]</h1>
<div class="desc">
This is the base class for most objects in Three and provides a set of properties and methods
This is the base class for most objects in three.js and provides a set of properties and methods
for manipulating objects in 3D space.<br /><br />
Note that this can be used for grouping objects via the [page:.add]( object ) method
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<h1>BufferAttribute Types</h1>
<div class="desc">
There are nine types of [page:BufferAttribute] available in Three. These correspond to the JavaScript
There are nine types of [page:BufferAttribute] available in three.js. These correspond to the JavaScript
[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
</div>
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<h1>Deprecated API List</h1>
<div>
As Three.js has a rapidly evolving interface, you may come across examples that
As three.js has a rapidly evolving interface, you may come across examples that
suggest the use of API elements that are no longer part of the core.<br /><br />
Below is a list of such elements, along with info regarding their replacements.
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<h2>A Note about Position, Target and rotation</h2>
<div>
A common point of confusion for directional lights is that setting the rotation has no effect.
This is because Three's DirectionalLight is the equivalent to what is often called a 'Target
This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target
Direct Light' in other applications.<br /><br />
This means that its direction is calculated as pointing
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<h3>[method:null toJSON]( [page:object meta] )</h3>
<div>
meta -- object containing metadata such as textures or images for the material.<br />
Convert the material to Three JSON format.
Convert the material to three.js JSON format.
</div>
<h3>[method:null update]()</h3>
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</li>
</ul>
Technical details of the approach used in Three (and most other PBR systems) can be found is this
Technical details of the approach used in three.js (and most other PBR systems) can be found is this
[link:https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf paper from Disney] (pdf),
by Brent Burley.
</div>
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<h3>[method:null toJSON]( [page:object meta] )</h3>
<div>
meta -- object containing metadata such as textures or images for the material.<br />
Convert the material to Three JSON format.
Convert the material to three.js JSON format.
</div>
<h2>Source</h2>
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......@@ -51,7 +51,7 @@ var color = new THREE.Color( 1, 0, 0 );
[page:Float g] - (optional) The green component of the color if it is defined.<br />
[page:Float b] - (optional) The blue component of the color if it is defined.<br /><br />
Note that standard method of specifying color in Three is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used
Note that standard method of specifying color in three.js is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used
throughout the rest of the documentation.<br /><br />
When all arguments are defined then r is the red component, g is the green component and b is the blue component of the color.<br />
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......@@ -38,7 +38,7 @@ m.elements = [ 11, 21, 31,
</code>
and internally all calculations are performed using column-major ordering. However, as the actual ordering
makes no difference mathematically and most people are used to thinking about matrices in row-major order,
the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
</div>
......@@ -78,7 +78,7 @@ m.elements = [ 11, 21, 31,
Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
</div>
<h3>[method:Matrix3 clone]()</h3>
<div>Creates a new Matrix3 and with identical elements to this one.</div>
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......@@ -75,7 +75,7 @@ m.elements = [ 11, 21, 31, 41,
</code>
and internally all calculations are performed using column-major ordering. However, as the actual ordering
makes no difference mathematically and most people are used to thinking about matrices in row-major order,
the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
</div>
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......@@ -21,7 +21,7 @@
A point in 2D space (i.e. a position on a plane).
</li>
<li>
A direction and length across a plane. In Three the length will always be the
A direction and length across a plane. In three.js the length will always be the
[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
(straight-line distance) from (0, 0) to (x, y) and the direction is also
measured from (0, 0) towards (x, y).
......@@ -32,7 +32,7 @@
</ul>
There are other things a 2D vector can be used to represent, such as momentum
vectors, complex numbers and so on, however these are the most common uses in Three.
vectors, complex numbers and so on, however these are the most common uses in three.js.
</div>
<h2>Example</h2>
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......@@ -20,7 +20,7 @@
A point in 3D space.
</li>
<li>
A direction and length in 3D space. In Three the length will always be the
A direction and length in 3D space. In three.js the length will always be the
[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
(straight-line distance) from (0, 0, 0) to (x, y, z) and the direction is also
measured from (0, 0, 0) towards (x, y, z).
......@@ -31,7 +31,7 @@
</ul>
There are other things a 3D vector can be used to represent, such as momentum
vectors and so on, however these are the most common uses in Three.
vectors and so on, however these are the most common uses in three.js.
</div>
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......@@ -20,7 +20,7 @@
A point in 4D space.
</li>
<li>
A direction and length in 4D space. In Three the length will always be the
A direction and length in 4D space. In three.js the length will always be the
[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
(straight-line distance) from (0, 0, 0, 0, 0) to (x, y, z, w) and the direction is also
measured from (0, 0, 0, 0) towards (x, y, z, w).
......@@ -30,7 +30,7 @@
</li>
</ul>
There are other things a 4D vector can be used to represent, however these are the most common uses in Three.
There are other things a 4D vector can be used to represent, however these are the most common uses in three.js.
</div>
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<h3>[property:Image image]</h3>
<div>
An image object, typically created using the [page:TextureLoader.load] method.
This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by Three.<br /><br />
This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.<br /><br />
To use video as a texture you need to have a playing HTML5
video element as a source for your texture image and continuously update this texture
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NOTE: tiling of images in textures only functions if image dimensions are powers of two
(2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels.
Individual dimensions need not be equal, but each must be a power of two.
This is a limitation of WebGL, not Three.js.
This is a limitation of WebGL, not three.js.
</div>
<h3>[property:number magFilter]</h3>
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<h3>[method:Texture toJSON]( meta )</h3>
<div>
meta -- optional object containing metadata.<br />
Convert the material to Three JSON format.
Convert the material to three.js JSON format.
</div>
<h3>[method:null dispose]()</h3>
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value -- the data value to be displayed as a color.
</div>
<div>
Returns a Three.Color.
Returns a [page:Color].
</div>
<h2>Source</h2>
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API.<br /><br />
<b>
NOTE: The Canvas renderer has been deprecated and is no longer part of the Three.js core.
NOTE: The Canvas renderer has been deprecated and is no longer part of the three.js core.
</b>
If you still need to use it you can find it here: [link:https://github.com/mrdoob/three.js/blob/master/examples/js/[path].js examples/js/[path].js].<br /><br />
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<body>
<h1>[name]</h1><br />
<div>The goal of this section is to give a brief introduction to Three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page in case you get stuck and need help.</div>
<div>The goal of this section is to give a brief introduction to three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page in case you get stuck and need help.</div>
<h2>Before we start</h2>
<div>Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of <a href="http://threejs.org/build/three.js">three.js</a> in the js/ directory, and open it in your browser.</div>
<div>Before you can use three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of <a href="http://threejs.org/build/three.js">three.js</a> in the js/ directory, and open it in your browser.</div>
<code>
&lt;!DOCTYPE html&gt;
&lt;html&gt;
&lt;head&gt;
&lt;meta charset=utf-8&gt;
&lt;title&gt;My first Three.js app&lt;/title&gt;
&lt;title&gt;My first three.js app&lt;/title&gt;
&lt;style&gt;
body { margin: 0; }
canvas { width: 100%; height: 100% }
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<h2>Creating the scene</h2>
<div>To actually be able to display anything with Three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.</div>
<div>To actually be able to display anything with three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.</div>
<code>
var scene = new THREE.Scene();
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document.body.appendChild( renderer.domElement );
</code>
<div>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in Three.js. For now, let's use a PerspectiveCamera. The first attribute is the <strong>field of view</strong>.</div>
<div>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in three.js. For now, let's use a PerspectiveCamera. The first attribute is the <strong>field of view</strong>.</div>
<div>The second one is the <strong>aspect ratio</strong>. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.</div>
<div>The next two attributes are the <strong>near</strong> and <strong>far</strong> clipping plane. What that means, is that objects further away from the camera than the value of <strong>far</strong> or closer than <strong>near</strong> won't be rendered. You don't have to worry about this now, but you may want to use other values in your apps to get better performance.</div>
<div>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.</div>
<div>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.</div>
<div>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, which will make the app render at half size.</div>
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</div>
<h2>The result</h2>
<div>Congratulations! You have now completed your first Three.js application. It's simple, you have to start somewhere.</div>
<div>Congratulations! You have now completed your first three.js application. It's simple, you have to start somewhere.</div>
<div>The full code is available below. Play around with it to get a better understanding of how it works.</div>
<code>
&lt;html&gt;
&lt;head&gt;
&lt;title&gt;My first Three.js app&lt;/title&gt;
&lt;title&gt;My first three.js app&lt;/title&gt;
&lt;style&gt;
body { margin: 0; }
canvas { width: 100%; height: 100% }
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There are two ways to update an object's transformation:
<ol>
<li>
Modify the object's *position*, *quaternion*, and *scale* properties, and let Three.js recompute
Modify the object's *position*, *quaternion*, and *scale* properties, and let three.js recompute
the object's matrix from these properties:
<code>
object.position.copy(start_position);
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