Doodle3D-Slicer/three.js-master/docs/api/materials/MeshLambertMaterial.html

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[page:Material] &rarr;
<h1>[name]</h1>
<div class="desc">A material for non-shiny (Lambertian) surfaces, evaluated per vertex.</div>
<iframe src='../../scenes/material-browser.html#MeshLambertMaterial'></iframe>
<h2>Constructor</h2>
<h3>[name]([page:Object parameters])</h3>
<div>
parameters -- parameters is an object with one or more properties defining the material's appearance.
</div>
<div>
color — Line color in hexadecimal. Default is 0xffffff.<br />
map — Sets the texture map. Default is null <br />
lightMap — Set light map. Default is null.<br />
specularMap — Set specular map. Default is null.<br />
alphaMap — Set alpha map. Default is null.<br />
envMap — Set env map. Default is null.<br />
fog — Define whether the material color is affected by global fog settings. Default is false.<br />
shading — How the triangles of a curved surface are rendered. Default is [page:Materials THREE.SmoothShading].<br/>
wireframe — Render geometry as wireframe. Default is false (i.e. render as smooth shaded).<br/>
wireframeLinewidth — Controls wireframe thickness. Default is 1.<br/>
wireframeLinecap — Define appearance of line ends. Default is 'round'.<br />
wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br />
vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br />
skinning — Define whether the material uses skinning. Default is false.<br />
morphTargets — Define whether the material uses morphTargets. Default is false.<br/>
</div>
<h2>Properties</h2>
<div>See the base [page:Material] class for common parameters.</div>
<h3>[property:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br />
</div>
<h3>[property:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
</div>
<h3>[property:boolean wrapAround]</h3>
<div>
Define whether the diffuse lighting wraps around the model or not. This option adds a little more (tintable) light
onto the side of the object in relation to a light.
</div>
<h3>[property:Vector3 wrapRGB]</h3>
<div>
Decide how much of the wrap around values get used if the wrapAround option is set. The x, y, z values correspond
to the r, g, b values respectively. The typical range is of each is from 0 to 1. For example setting all of the
vector values to 0.5 will add a moderate amount of light to the side of the model. Changing *b* to 1 will
tint the light on the side to be more blue. Defaults to *(1,1,1)*.
</div>
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>[property:Texture specularMap]</h3>
<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>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.</div>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>[property:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<div>Options are [page:Textures THREE.Multiply] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>[property:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
<h3>[property:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h3>[property:boolean morphNormals]</h3>
<div>
Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the [page:Geometry]
to the shader. Default is *false*.
</div>
<h2>Methods</h2>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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