This commit is contained in:
蔡玲
2024-12-04 10:21:04 +08:00
parent 9d776c65e9
commit c1ac42072f
4042 changed files with 2293732 additions and 1185 deletions

View File

@@ -0,0 +1,51 @@
<!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>
<h1>[name]</h1>
<p class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</p>
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
<h2>Properties</h2>
<h3>[property:String name]</h3>
<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
<h3>[property:Color color]</h3>
<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
<h3>[property:Float near]</h3>
<p>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</p>
<p>Default is 1.</p>
<h3>[property:Float far]</h3>
<p>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</p>
<p>Default is 1000.</p>
<h2>Methods</h2>
<h3>[method:Fog clone]()</h3>
<p>Returns a new fog instance with the same parameters as this one.</p>
<h3>[method:Fog toJSON]()</h3>
<p>Return fog data in JSON format.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>

View File

@@ -0,0 +1,47 @@
<!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>
<h1>[name]</h1>
<p class="desc">This class contains the parameters that define exponential squared fog, which gives a clear view near the camera and a faster than exponentially densening fog farther from the camera.</p>
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:Float density] )</h3>
<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
<h2>Properties</h2>
<h3>[property:String name]</h3>
<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
<h3>[property:Color color]</h3>
<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
<h3>[property:Float density]</h3>
<p>Defines how fast the fog will grow dense.</p>
<p>Default is 0.00025.</p>
<h2>Methods</h2>
<h3>[method:FogExp2 clone]()</h3>
<p>Returns a new FogExp2 instance with the same parameters as this one.</p>
<h3>[method:FogExp2 toJSON]()</h3>
<p>Return FogExp2 data in JSON format.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>

View File

@@ -0,0 +1,67 @@
<!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:Object3D] &rarr;
<h1>[name]</h1>
<p class="desc">Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights and cameras.</p>
<h2>Constructor</h2>
<h3>[name]()</h3>
<p>
Create a new scene object.
</p>
<h2>Properties</h2>
<h3>[property:Boolean autoUpdate]</h3>
<p>
Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
When it isn't, then you have to maintain all matrices in the scene yourself.
</p>
<h3>[property:Object background]</h3>
<p>
If not null, sets the background used when rendering the scene, and is always rendered first.
Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, a cubemap as a [page:CubeTexture] or an equirectangular as a [page:Texture] . Default is null.
</p>
<h3>[property:Texture environment]</h3>
<p>
If not null, this texture is set as the environment map for all physical materials in the scene.
However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envMap]. Default is null.
</p>
<h3>[property:Fog fog]</h3>
<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
<h3>[property:Material overrideMaterial]</h3>
<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
<h2>Methods</h2>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- object containing metadata such as textures or images for the scene.<br />
Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>