/** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * size: , * blending: THREE.NormalBlending, * depthTest: , * vertexColors: * } */ THREE.ParticleBasicMaterial = function ( parameters ) { this.id = THREE.MaterialCounter.value ++; this.color = new THREE.Color( 0xffffff ); this.opacity = 1.0; this.map = null; this.size = 1.0; this.sizeAttenuation = true; this.blending = THREE.NormalBlending; this.depthTest = true; this.offset = new THREE.Vector2(); // TODO: expose to parameters (implemented just in CanvasRenderer) this.vertexColors = false; if ( parameters ) { if ( parameters.color !== undefined ) this.color.setHex( parameters.color ); if ( parameters.opacity !== undefined ) this.opacity = parameters.opacity; if ( parameters.map !== undefined ) this.map = parameters.map; if ( parameters.size !== undefined ) this.size = parameters.size; if ( parameters.sizeAttenuation !== undefined ) this.sizeAttenuation = parameters.sizeAttenuation; if ( parameters.blending !== undefined ) this.blending = parameters.blending; if ( parameters.depthTest !== undefined ) this.depthTest = parameters.depthTest; if ( parameters.vertexColors !== undefined ) this.vertexColors = parameters.vertexColors; } };