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@@ -10,12 +10,11 @@
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<body>
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<body>
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[page:Material] →
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[page:Material] →
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- <h1>[name]</h1>
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+ <h1>基础网格材质[name]</h1>
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<p class="desc">
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<p class="desc">
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- A material for drawing geometries in a simple shaded (flat or wireframe) way.<br /><br />
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-
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- This material is not affected by lights.
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+ 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 />
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+ 这种材料不受光照的影响。
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</p>
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</p>
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@@ -37,129 +36,104 @@
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</script>
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</script>
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- <h2>Constructor</h2>
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+ <h2>构造函数(Constructor)</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<h3>[name]( [param:Object parameters] )</h3>
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- <p>
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- [page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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- Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
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-
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- The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
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- string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
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+ <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 />
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+ 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)。
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</p>
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</p>
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- <h2>Properties</h2>
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- <p>See the base [page:Material] class for common properties.</p>
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+ <h2>属性(Properties)</h2>
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+ <p>常用属性请参见基类[page:Material]。</p>
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<h3>[property:Texture alphaMap]</h3>
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<h3>[property:Texture alphaMap]</h3>
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- <p>The alpha map is a grayscale texture that controls the opacity across the surface
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- (black: fully transparent; white: fully opaque). Default is null.<br /><br />
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-
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- Only the color of the texture is used, ignoring the alpha channel if one exists.
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- For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
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- green channel when sampling this texture due to the extra bit of precision provided
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- for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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- luminance/alpha textures will also still work as expected.
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+ <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 />
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+ 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,
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+ 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纹理也将按预期工作。
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</p>
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</p>
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<h3>[property:Texture aoMap]</h3>
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<h3>[property:Texture aoMap]</h3>
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- <p>The red channel of this texture is used as the ambient occlusion map. Default is null.
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- The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
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- and [page:Texture offset] Texture properties.</p>
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+ <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UV,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
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<h3>[property:Float aoMapIntensity]</h3>
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<h3>[property:Float aoMapIntensity]</h3>
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- <p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
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+ <p>环境遮挡效应的强度。默认值为1。零是不遮挡效果。</p>
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<h3>[property:Color color]</h3>
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<h3>[property:Color color]</h3>
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- <p>[page:Color] of the material, by default set to white (0xffffff).</p>
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+ <p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。</p>
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<h3>[property:Integer combine]</h3>
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<h3>[property:Integer combine]</h3>
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- <p>
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- How to combine the result of the surface's color with the environment map, if any.<br /><br />
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-
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- Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
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- [page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
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- blend between the two colors.
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+ <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 />
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+ 选项为[page:Materials THREE.Multiply](默认值),[page:Materials THREE.MixOperation],
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+ [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。
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</p>
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</p>
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<h3>[property:Boolean isMeshBasicMaterial]</h3>
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<h3>[property:Boolean isMeshBasicMaterial]</h3>
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- <p>
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- Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br /><br />
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+ <p>用于检查此类或派生类是否为网格基础材质。默认值为 *true*。<br /><br />
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- You should not change this, as it used internally for optimisation.
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+ 因为其通常用在内部优化,所以不应该更改该属性值。
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</p>
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</p>
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<h3>[property:TextureCube envMap]</h3>
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<h3>[property:TextureCube envMap]</h3>
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- <p>The environment map. Default is null.</p>
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+ <p>环境贴图。默认值为null。</p>
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<h3>[property:Texture lightMap]</h3>
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<h3>[property:Texture lightMap]</h3>
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- <p>The light map. Default is null. The lightMap requires a second set of UVs,
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- and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
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- Texture properties.</p>
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+ <p>光照贴图。默认值为null。lightMap需要第二组UV,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
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<h3>[property:Float lightMapIntensity]</h3>
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<h3>[property:Float lightMapIntensity]</h3>
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- <p>Intensity of the baked light. Default is 1.</p>
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+ <p>烘焙光的强度。默认值为1。</p>
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<h3>[property:Boolean lights]</h3>
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<h3>[property:Boolean lights]</h3>
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- <p>Whether the material is affected by lights. Default is *false*.</p>
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+ <p>材质是否受到光照的影响。默认值为 *false*。</p>
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<h3>[property:Texture map]</h3>
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<h3>[property:Texture map]</h3>
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- <p>The color map. Default is null.</p>
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+ <p> 颜色贴图。默认为null</p>
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<h3>[property:Boolean morphTargets]</h3>
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<h3>[property:Boolean morphTargets]</h3>
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- <p>Define whether the material uses morphTargets. Default is false.</p>
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+ <p>材质是否使用morphTargets。默认值为false。</p>
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<h3>[property:Float reflectivity]</h3>
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<h3>[property:Float reflectivity]</h3>
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- <p>
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- How much the environment map affects the surface; also see [page:.combine].
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- The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
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+ <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。
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</p>
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</p>
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<h3>[property:Float refractionRatio]</h3>
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<h3>[property:Float refractionRatio]</h3>
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- <p>
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- The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
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- It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
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- The refraction ratio should not exceed 1. Default is *0.98*.
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+ <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]
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+ 和[page:Textures THREE.EquirectangularRefractionMapping]一起使用。
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+ 折射率不应超过1.默认值为*0.98*。
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</p>
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</p>
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<h3>[property:Boolean skinning]</h3>
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<h3>[property:Boolean skinning]</h3>
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- <p>Define whether the material uses skinning. Default is false.</p>
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+ <p> 材质是否使用蒙皮。默认值为false。</p>
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<h3>[property:Texture specularMap]</h3>
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<h3>[property:Texture specularMap]</h3>
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- <p>Specular map used by the material. Default is null.</p>
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+ <p> 材质使用的高光贴图。默认值为null。</p>
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<h3>[property:Boolean wireframe]</h3>
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<h3>[property:Boolean wireframe]</h3>
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- <p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
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+ <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>
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<h3>[property:String wireframeLinecap]</h3>
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<h3>[property:String wireframeLinecap]</h3>
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- <p>
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- Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
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-
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- This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
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- property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
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+ <p> 定义线两端的外观。可能的值是 'butt','round' 和 'square'。默认为'round'。<br /><br />
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+ 该属性对应于[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]属性,
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+ 并且会被[page:WebGLRenderer WebGL]渲染器忽略。
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</p>
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</p>
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<h3>[property:String wireframeLinejoin]</h3>
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<h3>[property:String wireframeLinejoin]</h3>
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<p>
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<p>
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- Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
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-
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- This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
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- property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
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+ 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 />
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+ 该属性对应于[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]属性,
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+ 并且会被[page:WebGLRenderer WebGL]渲染器忽略。
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</p>
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</p>
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<h3>[property:Float wireframeLinewidth]</h3>
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<h3>[property:Float wireframeLinewidth]</h3>
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- <p>Controls wireframe thickness. Default is 1.<br /><br />
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-
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- Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
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- with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
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- always be 1 regardless of the set value.
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+ <p>控制线框宽度。默认值为1。<br /><br />
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+ 由于[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]与
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+ 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。
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</p>
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</p>
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- <h2>Methods</h2>
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- <p>See the base [page:Material] class for common methods.</p>
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+ <h2>方法(Methods)</h2>
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+ <p>常用方法请参见基类[page:Material]。</p>
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- <h2>Source</h2>
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+ <h2>源码(Source)</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</body>
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