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earthquake_3d_viewer_front/three/docs/api/en/materials/MeshBasicMaterial.html

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<!DOCTYPE html>
<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] &rarr;
<h1>[name]</h1>
<p class="desc">
A material for drawing geometries in a simple shaded (flat or wireframe)
way.<br /><br />
This material is not affected by lights.
</p>
<iframe
id="scene"
src="scenes/material-browser.html#MeshBasicMaterial"
></iframe>
<script>
// iOS iframe auto-resize workaround
if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
const 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.<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:Texture aoMap]</h3>
<p>
The red channel of this texture is used as the ambient occlusion map.
Default is null. The aoMap requires a second set of UVs.
</p>
<h3>[property:Float aoMapIntensity]</h3>
<p>
Intensity of the ambient occlusion effect. Range is 0-1, where `0`
disables ambient occlusion. Where intensity is `1` and the [page:.aoMap]
red channel is also `1`, ambient light is fully occluded on a surface.
Default is `1`.
</p>
<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff).</p>
<h3>[property:Integer combine]</h3>
<p>
How to combine the result of the surface's color with the environment map,
if any.<br /><br />
Options are [page:Materials THREE.MultiplyOperation] (default),
[page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation].
If mix is chosen, the [page:.reflectivity] is used to blend between the
two colors.
</p>
<h3>[property:Texture envMap]</h3>
<p>The environment map. Default is null.</p>
<h3>[property:Euler envMapRotation]</h3>
<p>
The rotation of the environment map in radians. Default is `(0,0,0)`.
</p>
<h3>[property:Boolean fog]</h3>
<p>Whether the material is affected by fog. Default is `true`.</p>
<h3>[property:Texture lightMap]</h3>
<p>
The light map. Default is null. The lightMap requires a second set of UVs.
</p>
<h3>[property:Float lightMapIntensity]</h3>
<p>Intensity of the baked light. Default is `1`.</p>
<h3>[property:Texture map]</h3>
<p>
The color map. May optionally include an alpha channel, typically combined
with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
</p>
<h3>[property:Float reflectivity]</h3>
<p>
How much the environment map affects the surface; also see
[page:.combine]. The default value is `1` and the valid range is between `0`
(no reflections) and `1` (full reflections).
</p>
<h3>[property:Float refractionRatio]</h3>
<p>
The index of refraction (IOR) of air (approximately 1) divided by the
index of refraction of the material. It is used with environment mapping
modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
The refraction ratio should not exceed `1`. Default is `0.98`.
</p>
<h3>[property:Texture specularMap]</h3>
<p>Specular map used by the material. Default is null.</p>
<h3>[property:Boolean wireframe]</h3>
<p>
Render geometry as wireframe. Default is `false` (i.e. render as flat
polygons).
</p>
<h3>[property:String wireframeLinecap]</h3>
<p>
Define appearance of line ends. Possible values are "butt", "round" and
"square". Default is 'round'.<br /><br />
This corresponds to the
[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:String wireframeLinejoin]</h3>
<p>
Define appearance of line joints. Possible values are "round", "bevel" and
"miter". Default is 'round'.<br /><br />
This corresponds to the
[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:Float wireframeLinewidth]</h3>
<p>
Controls wireframe thickness. Default is `1`.<br /><br />
Due to limitations of the
[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be `1` regardless of the set value.
</p>
<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>