Browse Source

MeshLambertMaterial

duanjobs 6 years ago
parent
commit
8c0b69888d

+ 1 - 1
docs/api/zh/materials/LineDashedMaterial.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Material] &rarr;
 
-		<h1>虚线材质[name]</h1>
+		<h1>虚线材质([name])</h1>
 
 		<p class="desc">一种用于绘制虚线样式几何体的材质。</p>
 

+ 1 - 1
docs/api/zh/materials/Material.html

@@ -8,7 +8,7 @@
     <link type="text/css" rel="stylesheet" href="page.css"/>
 </head>
 <body>
-<h1>材质[name]</h1>
+<h1>材质([name])</h1>
 
 <p class="desc">材质的抽象基类。<br/><br/>
     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,

+ 1 - 1
docs/api/zh/materials/MeshBasicMaterial.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Material] &rarr;
 
-		<h1>基础网格材质[name]</h1>
+		<h1>基础网格材质([name])</h1>
 
 		<p class="desc">
 			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 />

+ 1 - 1
docs/api/zh/materials/MeshDepthMaterial.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Material] &rarr;
 
-		<h1>深度网格材质[name]</h1>
+		<h1>深度网格材质([name])</h1>
 
 		<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>
 

+ 56 - 89
docs/api/zh/materials/MeshLambertMaterial.html

@@ -10,24 +10,17 @@
 	<body>
 		[page:Material] &rarr;
 
-		<h1>[name]</h1>
+		<h1>Lambert网格材质([name])</h1>
 
-		<p class="desc">
-			A material for non-shiny surfaces, without specular highlights.<br /><br />
+		<p class="desc"> 一种用于非光泽表面的材质,没有镜面高光。<br /><br />
+			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)。<br /><br />
 
-			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).<br /><br />
 
-
-
-			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.<br /><br />
-
-			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。<br /><br />
+			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。
 		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshLambertMaterial"></iframe>
@@ -48,144 +41,118 @@
 
 		</script>
 
-		<h2>Constructor</h2>
+		<h2>构造函数(Constructor)</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<p>
-			[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.<br /><br />
-
-			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.
+		<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 />
+			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)。
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Material] class for common properties.</p>
+		<h2>属性(Properties)</h2>
+		<p>常用属性请参见基类[page:Material]。</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			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.
+		<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 />
+
+			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。
 		</p>
 
-		<h3>[property:Texture aoMap]</h3>
-		<p>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.</p>
+		<h3>[property:Texture aoMap]</h3> 设置环境遮挡贴图。默认为空。aoMap需要第二套UV。
+		<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UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p> 环境遮挡效应的强度。默认值为1。零是不遮挡效果。</p>
 
 		<h3>[property:Color color]</h3>
-		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
+		<p> 材质的颜色([page:Color]),默认值为白色 (0xffffff)。</p>
 
 		<h3>[property:Integer combine]</h3>
-		<p>
-			How to combine the result of the surface's color with the environment map, if any.<br /><br />
+		<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 />
 
-			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。
 		</p>
 
 		<h3>[property:Color emissive]</h3>
-		<p>
-		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
-		Default is black.
+		<p> 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。
 		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
-		<p>
-		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.
+		<p> 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。
 		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
+		<p> 放射光强度。调节发光颜色。默认为1。</p>
 
 		<h3>[property:TextureCube envMap]</h3>
-		<p>The environment map. Default is null.</p>
+		<p> 环境贴图。默认值为null。</p>
 
 		<h3>[property:Boolean isMeshLambertMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.<br /><br />
+		<p> 用于检查此类或派生类是否为Lambert网格材质。默认值为 *true*。<br /><br />
 
-			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。
 		</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>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.</p>
+		<p>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。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>烘焙光的强度。默认值为1。</p>
 
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>颜色贴图。默认为null。</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<p>
-			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+		<p> 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*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<p>Define whether the material uses morphTargets. Default is false.</p>
+		<p>定义材质是否使用morphTargets。默认值为false。</p>
 
 		<h3>[property:Float reflectivity]</h3>
-		<p>How much the environment map affects the surface; also see [page:.combine].</p>
+		<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。</p>
 
 		<h3>[property:Float refractionRatio]</h3>
-		<p>
-			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*.
+		<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]
+			和[page:Textures THREE.EquirectangularRefractionMapping]一起使用。
+			折射率不应超过1.默认值为*0.98*。
 		</p>
 
 		<h3>[property:Boolean skinning]</h3>
-		<p>Define whether the material uses skinning. Default is false.</p>
+		<p>材质是否使用蒙皮。默认值为false。</p>
 
 		<h3>[property:Texture specularMap]</h3>
-		<p>Specular map used by the material. Default is null.</p>
+		<p>材质使用的高光贴图。默认值为null。</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
+		<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>
 
 		<h3>[property:String wireframeLinecap]</h3>
-		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
-
-			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.
+		<p>定义线两端的外观。可能的值是 'butt','round' 和 'square'。默认为'round'。<br /><br />
+			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。
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
-
-			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'。<br /><br />
+			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。
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
-
-		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.
+		<p> 控制线框宽度。默认值为1。<br /><br />
+			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。
 		</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Material] class for common methods.</p>
+		<h2>方法(Methods)</h2>
+		<p>常用方法请参见基类[page:Material]。</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source)</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>