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Added missing details to Material doc

looeee 8 tahun lalu
induk
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ab67147277
1 mengubah file dengan 132 tambahan dan 122 penghapusan
  1. 132 122
      docs/api/materials/Material.html

+ 132 - 122
docs/api/materials/Material.html

@@ -11,12 +11,12 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		<p>
 		Materials describe the appearance of [page:Object objects].
-		They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.
-		</p>
-		<P>
-		With the exception of [page:MultiMaterial MultiMaterial], the following properties and methods are inherited by all other material types (although they may have different defaults).
+		They are defined in a (mostly) renderer-independent way, so you don't have to
+		rewrite materials if you decide to use a different renderer.<br /><br />
+
+		With the exception of [page:MultiMaterial MultiMaterial], the following properties
+		and methods are inherited by all other material types (although they may have different defaults).
 		</P>
 		</div>
 
@@ -24,76 +24,37 @@
 
 
 		<h3>[name]()</h3>
-		<div>
-		This creates a generic material.
-		</div>
+		<div>This creates a generic material.</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>[property:Integer id]</h3>
-		<div>
-		Unique number for this material instance.
-		</div>
-
-		<h3>[property:String name]</h3>
-		<div>
-		Material name. Default is an empty string.
-		</div>
-
-		<h3>[property:String type]</h3>
-		<div>
-		Value is the string 'Material'. This shouldn't be changed, and can be used to find all objects of this type in a scene.
-		</div>
-
-		<h3>[property:Boolean fog]</h3>
-		<div>
-		Whether the material is affected by fog. Default is *true*.
-		</div>
-
-		<h3>[property:Boolean lights]</h3>
-		<div>
-		Whether the material is affected by lights. Default is *true*.
-		</div>
-
-		<h3>[property:Integer side]</h3>
+		<h3>[property:Float alphaTest]</h3>
 		<div>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Materials THREE.FrontSide].
-		Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
+		Sets the alpha value to be used when running an alpha test.
+		The material will not be renderered if the opacity is lower than this value.
+		Default is *0*.
 		</div>
 
-		<h3>[property:Integer shading]</h3>
+		<h3>[property:Integer blendDst]</h3>
 		<div>
-		Defines how the material is shaded.
-		This can be either [page:Materials THREE.SmoothShading] (default)	or [page:Materials THREE.FlatShading].
+		Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
+		See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
+		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
 		</div>
 
-		<h3>[property:Integer vertexColors]</h3>
-		<div>
-		Defines whether vertex coloring is used.
-		Default is [page:Materials THREE.NoColors].
-		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
-		</div>
+		<h3>[property:Integer blendDstAlpha]</h3>
+		<div>The tranparency of the [page:.blendDst]. Default is *null*.</div>
 
-		<h3>[property:Float opacity]</h3>
+		<h3>[property:Integer blendEquation]</h3>
 		<div>
-		Float in the range of *0.0* - *1.0* indicating how transparent the material is.
-		A value of *0.0* indicates fully transparent, *1.0* is fully opaque.<br />
-		If the material's [property:Boolean transparent] property is not set to *true*, the material will remain
-		fully opaque and this value will only affect its color. <br />
-		Default is *1.0*.
+		Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
+		See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
+		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
 		</div>
 
-		<h3>[property:Boolean transparent]</h3>
-		<div>
-		Defines whether this material is transparent. This has an effect on rendering
-		as transparent objects need special treatment and are rendered after
-		non-transparent objects. <br />
-		When set to true, the extent to which the material is transparent is
-		controlled by setting it's [property:Float opacity] property. <br />
-		Default is *false*.
-		</div>
+		<h3>[property:Integer blendEquationAlpha]</h3>
+		<div>The tranparency of the [page:.blendEquation]. Default is *null*.</div>
 
 		<h3>[property:Blending blending]</h3>
 		<div>
@@ -109,18 +70,33 @@
 		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
 		</div>
 
-		<h3>[property:Integer blendDst]</h3>
+		<h3>[property:Integer blendSrcAlpha]</h3>
+		<div>The tranparency of the [page:.blendSrc]. Default is *null*.</div>
+
+		<h3>[property:Boolean clipIntersection]</h3>
 		<div>
-		Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
-		See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
-		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
+		Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
+		Default is *false*.
 		</div>
 
-		<h3>[property:Integer blendEquation]</h3>
+		<h3>[property:Array clippingPlanes]</h3>
 		<div>
-		Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
-		See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
-		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
+		User-defined clipping planes specified as THREE.Plane objects in world space.
+		These planes apply to the objects this material is attached to.
+		Points in space whose dot product with the plane is negative are cut away.
+		See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
+		Default is *null*.
+		</div>
+
+		<h3>[property:Boolean clipShadows]</h3>
+		<div>
+		Defines whether to clip shadows according to the clipping planes specified on this material. Default is *false*.
+		</div>
+
+		<h3>[property:Boolean colorWrite]</h3>
+		<div>
+		Whether to render the material's color.
+		This can be used in conjunction with a mesh's [property:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
 		</div>
 
 		<h3>[property:Integer depthFunc]</h3>
@@ -135,90 +111,124 @@
 
 		<h3>[property:Boolean depthWrite]</h3>
 		<div>
-		Whether rendering this material has any effect on the depth buffer. Default is *true*.
+		Whether rendering this material has any effect on the depth buffer. Default is *true*.<br /><br />
+
+		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		</div>
+
+		<h3>[property:Boolean fog]</h3>
+		<div>Whether the material is affected by fog. Default is *true*.</div>
+
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this material instance.</div>
+
+		<h3>[property:Boolean isMaterial]</h3>
 		<div>
-		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
+			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>[property:Array clippingPlanes]</h3>
+		<h3>[property:Boolean lights]</h3>
+		<div>Whether the material is affected by lights. Default is *true*.</div>
+
+		<h3>[property:String name]</h3>
+		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
-		User-defined clipping planes specified as THREE.Plane objects in world space.
-		These planes apply to the objects this material is attached to.
-		Points in space whose dot product with the plane is negative are cut away.
-		See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
-		Default is *null*.
+		Specifies that the material needs to be updated at the WebGL level.
+		Set it to true if you made changes that need to be reflected in WebGL.<br />
+		This property is automatically set to *true* when instancing a new material.
 		</div>
 
-		<h3>[property:Boolean clipIntersection]</h3>
+		<h3>[property:Float opacity]</h3>
 		<div>
-		Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
-		Default is *false*.
+		Float in the range of *0.0* - *1.0* indicating how transparent the material is.
+		A value of *0.0* indicates fully transparent, *1.0* is fully opaque.<br />
+		If the material's [property:Boolean transparent] property is not set to *true*, the material will remain
+		fully opaque and this value will only affect its color. <br />
+		Default is *1.0*.
 		</div>
 
-		<h3>[property:Boolean clipShadows]</h3>
+		<h3>[property:Float overdraw]</h3>
 		<div>
-		Defines whether to clip shadows according to the clipping planes specified on this material. Default is *false*.
+		Amount of triangle expansion at draw time.
+		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
+		*0.5* tends to give good results across browsers. Default is *0*.
 		</div>
 
-		<h3>[property:Boolean colorWrite]</h3>
+
+
+		<h3>[property:Boolean polygonOffset]</h3>
 		<div>
-		Whether to render the material's color.
-		This can be used in conjunction with a mesh's [property:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
+		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.
 		</div>
 
+		<h3>[property:Integer polygonOffsetFactor]</h3>
+		<div>Sets the polygon offset factor. Default is *0*.</div>
+
+		<h3>[property:Integer polygonOffsetUnits]</h3>
+		<div>Sets the polygon offset units. Default is *0*.</div>
+
 		<h3>[property:String precision]</h3>
 		<div>
 		Override the renderer's default precision for this material. Can be "*highp*", "*mediump*" or "*lowp*".
-		Defaults for the WebGLRenderer is "*highp*" if supported by the device.
+		Defaults is *null*.
 		</div>
 
-		<h3>[property:Boolean polygonOffset]</h3>
+		<h3>[property:Boolean premultipliedAlpha]</h3>
 		<div>
-		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.
+		Whether to premultiply the alpha (transparency) value.
+		See [Example:webgl_materials_transparency WebGL / Materials / Transparency] for an example of the difference.
+		Default is *false*.
 		</div>
 
-		<h3>[property:Integer polygonOffsetFactor]</h3>
+		<h3>[property:Integer shading]</h3>
 		<div>
-		Sets the polygon offset factor. Default is *0*.
+		Defines how the material is shaded.
+		This can be either [page:Materials THREE.SmoothShading] (default)	or [page:Materials THREE.FlatShading].
 		</div>
 
-		<h3>[property:Integer polygonOffsetUnits]</h3>
+		<h3>[property:Integer side]</h3>
 		<div>
-		Sets the polygon offset units. Default is *0*.
+		Defines which side of faces will be rendered - front, back or both.
+		Default is [page:Materials THREE.FrontSide].
+		Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		</div>
 
-		<h3>[property:Float alphaTest]</h3>
+		<h3>[property:Boolean transparent]</h3>
 		<div>
-		Sets the alpha value to be used when running an alpha test.
-		The material will not be renderered if the opacity is lower than this value.
-		Default is *0*.
+		Defines whether this material is transparent. This has an effect on rendering
+		as transparent objects need special treatment and are rendered after
+		non-transparent objects. <br />
+		When set to true, the extent to which the material is transparent is
+		controlled by setting it's [property:Float opacity] property. <br />
+		Default is *false*.
 		</div>
 
-		<h3>[property:Boolean premultipliedAlpha]</h3>
+		<h3>[property:String type]</h3>
 		<div>
-		Whether to premultiply the alpha (transparency) value.
-		See [Example:webgl_materials_transparency WebGL / Materials / Transparency] for an example of the difference.
-		Default is *false*.
+		Value is the string 'Material'. This shouldn't be changed, and can be used to
+		find all objects of this type in a scene.
 		</div>
 
-		<h3>[property:Float overdraw]</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		Amount of triangle expansion at draw time.
-		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
-		*0.5* tends to give good results across browsers. Default is *0*.
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
+		This gets automatically assigned, so this shouldn't be edited.
 		</div>
 
-		<h3>[property:Boolean visible]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>
-		Defines whether this material is visible. Default is *true*.
+		Defines whether vertex coloring is used.
+		Default is [page:Materials THREE.NoColors].
+		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
 		</div>
 
-		<h3>[property:Boolean needsUpdate]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
-		Specifies that the material needs to be updated at the WebGL level.
-		Set it to true if you made changes that need to be reflected in WebGL.<br />
-		This property is automatically set to *true* when instancing a new material.
+		Defines whether this material is visible. Default is *true*.
 		</div>
 
 
@@ -226,6 +236,18 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
+		<h3>[method:Material clone]( )</h3>
+		<div>Return a new materials with the same parameters as this material.</div>
+
+		<h3>[method:Material copy]( [page:material material] )</h3>
+		<div>Copy the parameters from the passed material into this material.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>
+		This disposes the material. Textures of a material don't get disposed.
+		These needs to be disposed by [page:Texture Texture].
+		</div>
+
 		<h3>[method:null setValues]( [page:object values] )</h3>
 		<div>
 		values -- a container with parameters.<br />
@@ -238,23 +260,11 @@
 		Convert the material to Three JSON format.
 		</div>
 
-		<h3>[method:Material clone]( [page:material material] )</h3>
-		<div>
-		material -- this material gets the cloned information (optional).<br />
-		This clones the material in the optional parameter and returns it.
-		</div>
-
 		<h3>[method:null update]()</h3>
 		<div>
 		Call [method:null dispatchEvent]( { type: '[page:object update]' }) on the material.
 		</div>
 
-		<h3>[method:null dispose]()</h3>
-		<div>
-		This disposes the material. Textures of a material don't get disposed.
-		These needs to be disposed by [page:Texture Texture].
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]