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@@ -8,11 +8,11 @@
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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- [page:Material] → [page:MeshPhongMaterial] →
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+ [page:Material] →
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- <h1>卡通网格材质([name])</h1>
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+ <h1>[name]</h1>
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- <div class="desc">[page:MeshPhongMaterial]卡通着色的扩展。</div>
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+ <div class="desc">A material implementing toon shading.</div>
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<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
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@@ -32,45 +32,196 @@
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</script>
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- <h2>例子(Examples)</h2>
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- [example:webgl_materials_variations_toon materials / variations / toon]<br />
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+ <h2>Examples</h2>
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+ <p>
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+ [example:webgl_materials_variations_toon materials / variations / toon]
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+ </p>
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- <h2>构造函数(Constructor)</h2>
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+ <h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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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]和[page:MeshStandardMaterial]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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+ [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>
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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>共有属性请参见其基类[page:Material]和[page:MeshPhongMaterial]。</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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- <h3>[property:Texture gradientMap]</h3>
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- <p> 卡通着色的渐变贴图,默认值为*null*。</p>
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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>
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+
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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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+
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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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+
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+ <h3>[property:Texture bumpMap]</h3>
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+ <p>
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+ The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
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+ Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
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+ be ignored.
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+ </p>
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+
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+ <h3>[property:Float bumpScale]</h3>
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+ <p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
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+
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+
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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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+
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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>
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+
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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>
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+
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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>
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+
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+ <h3>[property:Color emissive]</h3>
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+ <p>
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+ Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
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+ Default is black.
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+ </p>
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+
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+ <h3>[property:Texture emissiveMap]</h3>
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+ <p>
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+ Set emisssive (glow) map. Default is null. The emissive map color is modulated by
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+ the emissive color and the emissive intensity. If you have an emissive map, be sure to
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+ set the emissive color to something other than black.
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+ </p>
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+
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+ <h3>[property:Float emissiveIntensity]</h3>
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+ <p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
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<h3>[property:Boolean isMeshToonMaterial]</h3>
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- <p> 用于检查此类或派生类是否为卡通网格材质。默认值为 *true*。<br /><br />
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+ <p>
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+ Used to check whether this or derived classes are [name]. Default is *true*.<br /><br />
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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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+ You should not change this, as it used internally for optimisation.
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</p>
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- <h3>[property:Object defines]</h3>
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- <p>如下形式的对象:
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- <code>
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- { 'TOON': '' };
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- </code>
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+ <h3>[property:Texture gradientMap]</h3>
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+ <p>Gradient map for toon shading. Default is *null*.</p>
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+
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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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+
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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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- [page:WebGLRenderer]使用它来选择shaders。
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+ <h3>[property:Texture map]</h3>
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+ <p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
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+
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+ <h3>[property:boolean morphNormals]</h3>
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+ <p>
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+ Defines whether the material uses morphNormals. Set as true to pass morphNormal
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+ attributes from the [page:Geometry] to the shader. Default is *false*.
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</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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+
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+ <h3>[property:Texture normalMap]</h3>
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+ <p>
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+ The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
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+ the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
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+ </p>
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+
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+ <h3>[property:Integer normalMapType]</h3>
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+ <p>
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+ The type of normal map.<br /><br />
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+
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+ Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
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+ </p>
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+
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+ <h3>[property:Vector2 normalScale]</h3>
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+ <p>
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+ How much the normal map affects the material. Typical ranges are 0-1.
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+ Default is a [page:Vector2] set to (1,1).
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+ </p>
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+
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+ <h3>[property:Float shininess]</h3>
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+ <p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
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+
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+
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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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+
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+ <h3>[property:Color specular]</h3>
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+ <p>
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+ Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
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- <h2>方法(Methods)</h2>
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- <p>共有方法请参见其基类[page:Material]和[page:MeshPhongMaterial]。</p>
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+ This defines how shiny the material is and the color of its shine.
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+ </p>
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+
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+ <h3>[property:Texture specularMap]</h3>
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+ <p>
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+ The specular map value affects both how much the specular surface highlight
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+ contributes and how much of the environment map affects the surface. Default is null.
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+ </p>
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+
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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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+
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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>
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+
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+ <h3>[property:String wireframeLinejoin]</h3>
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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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+ </p>
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+
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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>
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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>源码(Source)</h2>
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+ <h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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