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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
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<body>
<h1>雾([name]</h1>
<p class="desc">这个类中的参数定义了线性雾。也就是说,雾的密度是随着距离线性增大的。</p>
<h2>代码示例</h2>
<code>
const scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
</code>
<h2>构造器</h2>
<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
<p>颜色参数传入[page:Color]构造函数中来设置颜色属性。颜色可以是一个十六进制的整型数或者是CSS风格的字符串。</p>
<h2>属性</h2>
<h3>[property:Boolean isFog]</h3>
<p>
只读属性,用于检查给定对象是否为[name]类型。
</p>
<h3>[property:String name]</h3>
<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
<h3>[property:Color color]</h3>
<p>雾的颜色。比如说,如果将其设置为黑色,远处的物体将被渲染成黑色。</p>
<h3>[property:Float near]</h3>
<p>开始应用雾的最小距离。距离小于活动摄像机“near”个单位的物体将不会被雾所影响。</p>
<p>默认值是1。</p>
<h3>[property:Float far]</h3>
<p>结束计算、应用雾的最大距离距离大于活动摄像机“far”个单位的物体将不会被雾所影响。</p>
<p>默认值是1000。</p>
<h2>方法</h2>
<h3>[method:Fog clone]()</h3>
<p>返回一个具有和当前雾参数相同的新的Fog实例。</p>
<h3>[method:Object toJSON]()</h3>
<p>以JSON格式返回Fog的数据。</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>