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static/Magic4/js/three.js-dev/docs/api/en/scenes/Fog.html
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static/Magic4/js/three.js-dev/docs/api/en/scenes/Fog.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
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<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>
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<h2>Properties</h2>
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<h3>[property:String name]</h3>
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<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
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<h3>[property:Color color]</h3>
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<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
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<h3>[property:Float near]</h3>
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<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>
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<p>Default is 1.</p>
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<h3>[property:Float far]</h3>
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<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>
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<p>Default is 1000.</p>
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<h2>Methods</h2>
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<h3>[method:Fog clone]()</h3>
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<p>Returns a new fog instance with the same parameters as this one.</p>
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<h3>[method:Fog toJSON]()</h3>
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<p>Return fog data in JSON format.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<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>
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<h2>Constructor</h2>
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<h3>[name]( [param:Integer color], [param:Float density] )</h3>
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<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>
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<h2>Properties</h2>
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<h3>[property:String name]</h3>
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<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
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<h3>[property:Color color]</h3>
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<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
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<h3>[property:Float density]</h3>
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<p>Defines how fast the fog will grow dense.</p>
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<p>Default is 0.00025.</p>
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<h2>Methods</h2>
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<h3>[method:FogExp2 clone]()</h3>
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<p>Returns a new FogExp2 instance with the same parameters as this one.</p>
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<h3>[method:FogExp2 toJSON]()</h3>
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<p>Return FogExp2 data in JSON format.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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static/Magic4/js/three.js-dev/docs/api/en/scenes/Scene.html
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static/Magic4/js/three.js-dev/docs/api/en/scenes/Scene.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] →
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<h1>[name]</h1>
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<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>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<p>
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Create a new scene object.
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</p>
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<h2>Properties</h2>
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<h3>[property:Boolean autoUpdate]</h3>
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<p>
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Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
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When it isn't, then you have to maintain all matrices in the scene yourself.
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</p>
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<h3>[property:Object background]</h3>
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<p>
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If not null, sets the background used when rendering the scene, and is always rendered first.
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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.
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</p>
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<h3>[property:Texture environment]</h3>
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<p>
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If not null, this texture is set as the environment map for all physical materials in the scene.
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However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envMap]. Default is null.
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</p>
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<h3>[property:Fog fog]</h3>
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<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
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<h3>[property:Material overrideMaterial]</h3>
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<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
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<h2>Methods</h2>
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<h3>[method:Object toJSON]( [param:Object meta] )</h3>
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<p>
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meta -- object containing metadata such as textures or images for the scene.<br />
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Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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