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@@ -30,7 +30,7 @@
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<h2>属性</h2>
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<h2>属性</h2>
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<h3>[property:AnimationClip animations]</h3>
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<h3>[property:AnimationClip animations]</h3>
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- <p>Array with object's animation clips.</p>
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+ <p>三维物体所属的动画剪辑数组.</p>
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<h3>[property:Boolean castShadow]</h3>
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<h3>[property:Boolean castShadow]</h3>
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<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
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<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
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@@ -39,17 +39,17 @@
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<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
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<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
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<h3>[property:Material customDepthMaterial]</h3>
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<h3>[property:Material customDepthMaterial]</h3>
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- <p>Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
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- When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
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+ <p>在渲染到深度图的时候所用的自定义深度材质。 只能在网格中使用。
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+ 当使用[page:DirectionalLight](平行光)或者[page:SpotLight](聚光灯光)生成影子的时候, 如果你调整过顶点着色器中的顶点位置,就需要定义一个自定义深度材质来生成正确的影子。默认为*undefined*.
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</p>
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</p>
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<h3>[property:Material customDistanceMaterial]</h3>
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<h3>[property:Material customDistanceMaterial]</h3>
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- <p>与[page:.customDepthMaterial customDepthMaterial]相同,但与[page:PointLight]一起使用。默认值为*undefined*。
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+ <p>与[page:.customDepthMaterial customDepthMaterial]相同,但与[page:PointLight](点光源)一起使用。默认值为*undefined*。
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</p>
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</p>
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<h3>[property:Boolean frustumCulled]</h3>
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<h3>[property:Boolean frustumCulled]</h3>
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<p>
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<p>
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- When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to `false` the object gets rendered every frame even if it is not in the frustum of the camera. Default is `true`.
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+ 当这个设置了的时候,每一帧渲染前都会检测这个物体是不是在相机的视椎体范围内。 如果设置为`false` 物体不管是不是在相机的视椎体范围内都会渲染。默认为`true`。
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</p>
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</p>
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<h3>[property:Integer id]</h3>
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<h3>[property:Integer id]</h3>
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@@ -57,14 +57,13 @@
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<h3>[property:Boolean isObject3D]</h3>
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<h3>[property:Boolean isObject3D]</h3>
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<p>
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<p>
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- Read-only flag to check if a given object is of type [name].
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+ 查看所给对象是不是[name]类型的只读标记.
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</p>
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</p>
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<h3>[property:Layers layers]</h3>
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<h3>[property:Layers layers]</h3>
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<p>
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<p>
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物体的层级关系。
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物体的层级关系。
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- 物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。This property can also be used to filter out
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- unwanted objects in ray-intersection tests when using [page:Raycaster].
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+ 物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。当使用[page:Raycaster]进行射线检测的时候此项属性可以用于过滤不参与检测的物体.
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</p>
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</p>
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<h3>[property:Matrix4 matrix]</h3>
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<h3>[property:Matrix4 matrix]</h3>
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@@ -82,9 +81,8 @@
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<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
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<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
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<p>
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<p>
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- If set, then the renderer checks every frame if the object and its children need matrix updates.
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- When it isn't, then you have to maintain all matrices in the object and its children yourself.
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- Default is [page:Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE] (true).
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+ 默认为 true. 当设置的时候,渲染器在每一帧都会检查物体自身以及它的自带是否需要更新世界变换矩阵。
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+ 如果不需要的话它自身以及它的子代的所有世界变换矩阵都需要你来维护。
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</p>
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</p>
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<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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@@ -114,9 +112,8 @@
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使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
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使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
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</p>
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</p>
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<p>
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<p>
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- Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual
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- appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
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- Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
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+ 注意此回调函数只会在*可渲染*的3D物体上执行。可渲染的3D物体指的是那种拥有视觉表现的、定义了几何体与材质的物体,例如像是[page:Mesh]、[page:Line]、[page:Points] 或者[page:Sprite]。
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+ [page:Object3D]、 [page:Group] 或者 [page:Bone] 这些是不可渲染的物体,因此此回调函数不会在这样的物体上执行。
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</p>
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</p>
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<h3>[property:Function onBeforeRender]</h3>
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<h3>[property:Function onBeforeRender]</h3>
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@@ -125,9 +122,8 @@
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使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
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使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
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</p>
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</p>
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<p>
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<p>
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- Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual
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- appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
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- Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
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+ 注意此回调函数只会在*可渲染*的3D物体上执行。可渲染的3D物体指的是那种拥有视觉表现的、定义了几何体与材质的物体,例如像是[page:Mesh]、[page:Line]、[page:Points] 或者[page:Sprite]。
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+ [page:Object3D]、 [page:Group] 或者 [page:Bone] 这些是不可渲染的物体,因此此回调函数不会在这样的物体上执行。
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</p>
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</p>
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<h3>[property:Object3D parent]</h3>
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<h3>[property:Object3D parent]</h3>
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@@ -452,10 +448,10 @@
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<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
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<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
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<p>
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<p>
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- updateParents - recursively updates global transform of ancestors.<br />
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- updateChildren - recursively updates global transform of descendants.<br /><br />
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+ updateParents - 递归更新物体的所有祖先的全局变换.<br />
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+ updateChildren - 递归更新物体的所有后代的全局变换.<br /><br />
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- Updates the global transform of the object.
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+ 更新物体的全局变换。
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</p>
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</p>
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<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
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<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
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