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

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<!DOCTYPE html>
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<head>
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<base href="../../../" />
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<body>
[page:Material] &rarr;
<h1>[name]</h1>
<p class="desc">
[name] is internally used for implementing shadow mapping with
[page:PointLight]s.<br /><br />
Can also be used to customize the shadow casting of an object by assigning
an instance of [name] to [page:Object3D.customDistanceMaterial]. The
following examples demonstrates this approach in order to ensure
transparent parts of objects do no cast shadows.
</p>
<h2>Examples</h2>
<p>[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]</p>
<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.
</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 displacementMap]</h3>
<p>
The displacement map affects the position of the mesh's vertices. Unlike
other maps which only affect the light and shade of the material the
displaced vertices can cast shadows, block other objects, and otherwise
act as real geometry. The displacement texture is an image where the value
of each pixel (white being the highest) is mapped against, and
repositions, the vertices of the mesh.
</p>
<h3>[property:Float displacementScale]</h3>
<p>
How much the displacement map affects the mesh (where black is no
displacement, and white is maximum displacement). Without a displacement
map set, this value is not applied. Default is `1`.
</p>
<h3>[property:Float displacementBias]</h3>
<p>
The offset of the displacement map's values on the mesh's vertices.
The bias is added to the scaled sample of the displacement map.
Without a displacement map set, this value is not applied. Default is `0`.
</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>
<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>