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- <h1>[name]</h1>
- <p class="desc">
- Triangular face used in [page:Geometry]. These are created automatically for all
- standard geometry types, however if you are building a custom geometry you will have to
- create them manually.
- </p>
- <h2>Examples</h2>
- <p>[example:misc_ubiquity_test ubiquity / test ]</p>
- <p>[example:svg_sandbox svg / sandbox ]</p>
- <p>[example:misc_exporter_obj exporter / obj ]</p>
- <p>[example:webgl_shaders_vector WebGL / shaders / vector ]</p>
- <code>
- var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
- //create a triangular geometry
- var geometry = new THREE.Geometry();
- geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
- geometry.vertices.push( new THREE.Vector3( 50, -50, 0 ) );
- geometry.vertices.push( new THREE.Vector3( 50, 50, 0 ) );
- //create a new face using vertices 0, 1, 2
- var normal = new THREE.Vector3( 0, 1, 0 ); //optional
- var color = new THREE.Color( 0xffaa00 ); //optional
- var materialIndex = 0; //optional
- var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
- //add the face to the geometry's faces array
- geometry.faces.push( face );
- //the face normals and vertex normals can be calculated automatically if not supplied above
- geometry.computeFaceNormals();
- geometry.computeVertexNormals();
- scene.add( new THREE.Mesh( geometry, material ) );
- </code>
- <h2>Constructor</h2>
- <h3>[name]( [param:Integer a], [param:Integer b], [param:Integer c], [param:Vector3 normal], [param:Color color], [param:Integer materialIndex] )</h3>
- <p>
- a — Vertex A index.<br />
- b — Vertex B index.<br />
- c — Vertex C index.<br /><br />
- normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
- If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
- vectors is passed in this sets [page:.vertexNormals]<br /><br />
- color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
- If a single vector is passed in, this sets [page:.color], otherwise if an array of three
- vectors is passed in this sets [page:.vertexColors]<br /><br />
- materialIndex — (optional) which index of an array of materials to associate
- with the face.
- </p>
- <h2>Properties</h2>
- <h3>[property:Integer a]</h3>
- <p>
- Vertex A index.
- </p>
- <h3>[property:Integer b]</h3>
- <p>
- Vertex B index.
- </p>
- <h3>[property:Integer c]</h3>
- <p>
- Vertex C index.
- </p>
- <h3>[property:Vector3 normal]</h3>
- <p>
- Face normal - vector showing the direction of the Face3. If calculated automatically
- (using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
- triangle. Default is *(0, 0, 0)*.
- </p>
- <h3>[property:Color color]</h3>
- <p>
- Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
- must be set to [page:Materials THREE.FaceColors].
- </p>
- <h3>[property:Array vertexNormals]</h3>
- <p>
- Array of 3 [page:Vector3 vertex normals].
- </p>
- <h3>[property:Array vertexColors]</h3>
- <p>
- Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
- must be set to [page:Materials THREE.VertexColors].
- </p>
- <h3>[property:Integer materialIndex]</h3>
- <p>
- Material index (points to an index in the associated array of materials). Default is *0*.
- </p>
- <h2>Methods</h2>
- <h3>[method:Face3 clone]()</h3>
- <p>Creates a new clone of the Face3 object.</p>
- <h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
- <p>Copy the parameters of another Face3 into this.</p>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
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