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@@ -10,9 +10,9 @@
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<body>
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[page:Material] →
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- <h1>[name]</h1>
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+ <h1>深度网格材质[name]</h1>
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- <p class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</p>
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+ <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>
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<iframe id="scene" src="scenes/material-browser.html#MeshDepthMaterial"></iframe>
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@@ -32,91 +32,73 @@
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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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- <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.
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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。
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+ 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)。
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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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- <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纹理也仍然有效。
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</p>
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<h3>[property:Constant depthPacking]</h3>
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- <p>Encoding for depth packing. Default is [page:Textures BasicDepthPacking].</p>
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+ <p> depth packing的编码。默认为[page:Textures BasicDepthPacking]。</p>
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<h3>[property:Texture displacementMap]</h3>
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- <p>
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- The displacement map affects the position of the mesh's vertices. Unlike other maps
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- which only affect the light and shade of the material the displaced vertices can cast shadows,
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- block other objects, and otherwise act as real geometry. The displacement texture is
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- an image where the value of each pixel (white being the highest) is mapped against,
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- and repositions, the vertices of the mesh.
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+ <p> 位移贴图会影响网格顶点的位置,与仅影响材质的光照和阴影的其他贴图不同,移位的顶点可以投射阴影,阻挡其他对象,
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+ 以及充当真实的几何体。位移纹理是指这样的图像:图像中每个像素的值(白色是最高的)被映射,并且重新定位网格的顶点。
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</p>
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<h3>[property:Float displacementScale]</h3>
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- <p>
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- How much the displacement map affects the mesh (where black is no displacement,
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- and white is maximum displacement). Without a displacement map set, this value is not applied.
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- Default is 1.
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+ <p>位移贴图对网格的影响程度(黑色是无位移,白色是最大位移)。如果没有设置位移贴图,则不会应用此值。默认值为1。
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</p>
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<h3>[property:Float displacementBias]</h3>
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- <p>
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- The offset of the displacement map's values on the mesh's vertices.
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- Without a displacement map set, this value is not applied. Default is 0.
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+ <p> 位移贴图在网格顶点上的偏移量。如果没有设置置换贴图,则不会应用此值。默认值为0。
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</p>
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<h3>[property:Boolean fog]</h3>
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- <p>Whether the material is affected by fog. Default is *false*.</p>
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+ <p> 材质是否受雾影响。默认值为*false*。</p>
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<h3>[property:Boolean isMeshDepthMaterial]</h3>
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- <p>
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- Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
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+ <p> 用于检查此类或派生类是否为深度网格材质。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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<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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- <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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- <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: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:boolean wireframe]</h3>
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- <p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</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: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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- <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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</body>
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