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- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Material] →
- <h1>[name]</h1>
- <p class="desc">The default material used by [page:Points].</p>
- <h2>Code Example</h2>
- <code>
- const vertices = [];
- for ( let i = 0; i < 10000; i ++ ) {
- const x = THREE.MathUtils.randFloatSpread( 2000 );
- const y = THREE.MathUtils.randFloatSpread( 2000 );
- const z = THREE.MathUtils.randFloatSpread( 2000 );
- vertices.push( x, y, z );
- }
- const geometry = new THREE.BufferGeometry();
- geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
- const material = new THREE.PointsMaterial( { color: 0x888888 } );
- const points = new THREE.Points( geometry, material );
- scene.add( points );
- </code>
- <h2>Examples</h2>
- <p>
- [example:misc_controls_fly misc / controls / fly]<br />
- [example:webgl_buffergeometry_drawrange WebGL / BufferGeometry / drawrange]<br />
- [example:webgl_buffergeometry_points WebGL / BufferGeometry / points]<br />
- [example:webgl_buffergeometry_points_interleaved WebGL / BufferGeometry / points / interleaved]<br />
- [example:webgl_camera WebGL / camera ]<br />
- [example:webgl_geometry_convex WebGL / geometry / convex]<br />
- [example:webgl_geometry_shapes WebGL / geometry / shapes]<br />
- [example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
- [example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
- [example:webgl_points_billboards WebGL / points / billboards]<br />
- [example:webgl_points_dynamic WebGL / points / dynamic]<br />
- [example:webgl_points_sprites WebGL / points / sprites]<br />
- [example:webgl_trails WebGL / trails]
- </p>
- <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.<br /><br />
- The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
- string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
- </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:Color color]</h3>
- <p>[page:Color] of the material, by default set to white (0xffffff).</p>
- <h3>[property:Texture map]</h3>
- <p>Sets the color of the points using data from a [page:Texture].</p>
- <h3>[property:Boolean morphTargets]</h3>
- <p>Define whether the material uses morphTargets. Default is false.</p>
- <h3>[property:Number size]</h3>
- <p>Sets the size of the points. Default is 1.0.<br/>
- Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
- <h3>[property:Boolean sizeAttenuation]</h3>
- <p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>
- <h2>Methods</h2>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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