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Docs: Added MeshDistanceMaterial page.

Mugen87 6 yıl önce
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+ 131 - 0
docs/api/en/materials/MeshDistanceMaterial.html

@@ -0,0 +1,131 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
+
+			Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
+			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
+		</p>
+
+		<h2>Example</h2>
+
+		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>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.
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:Material] class for common properties.</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>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p>
+			The displacement map affects the position of the mesh's vertices. Unlike other maps
+			which only affect the light and shade of the material the displaced vertices can cast shadows,
+			block other objects, and otherwise act as real geometry. The displacement texture is
+			an image where the value of each pixel (white being the highest) is mapped against,
+			and repositions, the vertices of the mesh.
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>
+			How much the displacement map affects the mesh (where black is no displacement,
+			and white is maximum displacement). Without a displacement map set, this value is not applied.
+			 Default is 1.
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			The offset of the displacement map's values on the mesh's vertices.
+			Without a displacement map set, this value is not applied. Default is 0.
+		</p>
+
+		<h3>[property:Float farDistance]</h3>
+		<p>
+			The far value of the point light's internal shadow camera.
+		</p>
+
+		<h3>[property:Boolean fog]</h3>
+		<p>Whether the material is affected by fog. Default is *false*.</p>
+
+		<h3>[property:Boolean isMeshDistanceMaterial]</h3>
+		<p>
+			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</p>
+
+		<h3>[property:Boolean lights]</h3>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>The color map. Default is  null.</p>
+
+		<h3>[property:boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
+
+		<h3>[property:Float nearDistance]</h3>
+		<p>
+			The near value of the point light's internal shadow camera.
+		</p>
+
+		<h3>[property:Vector3 referencePosition]</h3>
+		<p>
+			The position of the point light in world space.
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>Define whether the material uses skinning. Default is false.</p>
+
+		<h2>Methods</h2>
+		<p>See the base [page:Material] class for common methods.</p>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 112 - 0
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -0,0 +1,112 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			TODO
+		</p>
+
+		<h2>Example</h2>
+
+		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>构造函数(Constructor)</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<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)。
+		</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>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。Luminance-only以及luminance/alpha纹理也仍然有效。
+		</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<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,以及充当真实的几何体。
+			位移纹理是指:网格的所有顶点被映射为图像中每个像素的值(白色是最高的),并且被重定位。
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<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。
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p> 位移贴图在网格顶点上的偏移量。如果没有设置位移贴图,则不会应用此值。默认值为0。
+		</p>
+
+		<h3>[property:Float farDistance]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Boolean fog]</h3>
+		<p> 材质是否受雾影响。默认值为*false*。</p>
+
+		<h3>[property:Boolean isMeshDistanceMaterial]</h3>
+		<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 />
+
+			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:Boolean lights]</h3>
+		<p>材质是否受到光照的影响。默认值为 *false*。</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>颜色贴图。默认为null。</p>
+
+		<h3>[property:boolean morphTargets]</h3>
+		<p>材质是否使用morphTargets。默认值为false。</p>
+
+		<h3>[property:Float nearDistance]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Vector3 referencePosition]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>材质是否使用蒙皮。默认值为false。</p>
+
+		<h2>方法(Methods)</h2>
+		<p>常用方法请参见基类[page:Material]。</p>
+
+
+		<h2>源码(Source)</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 2 - 0
docs/list.js

@@ -253,6 +253,7 @@ var list = {
 				"Material": "api/en/materials/Material",
 				"MeshBasicMaterial": "api/en/materials/MeshBasicMaterial",
 				"MeshDepthMaterial": "api/en/materials/MeshDepthMaterial",
+				"MeshDistanceMaterial": "api/en/materials/MeshDistanceMaterial",
 				"MeshLambertMaterial": "api/en/materials/MeshLambertMaterial",
 				"MeshNormalMaterial": "api/en/materials/MeshNormalMaterial",
 				"MeshPhongMaterial": "api/en/materials/MeshPhongMaterial",
@@ -683,6 +684,7 @@ var list = {
 				"Material": "api/zh/materials/Material",
 				"MeshBasicMaterial": "api/zh/materials/MeshBasicMaterial",
 				"MeshDepthMaterial": "api/zh/materials/MeshDepthMaterial",
+				"MeshDistanceMaterial": "api/zh/materials/MeshDistanceMaterial",
 				"MeshLambertMaterial": "api/zh/materials/MeshLambertMaterial",
 				"MeshNormalMaterial": "api/zh/materials/MeshNormalMaterial",
 				"MeshPhongMaterial": "api/zh/materials/MeshPhongMaterial",