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					96 lines
				
				3.0 KiB
			
		
		
			
		
	
	
					96 lines
				
				3.0 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="zh">
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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>网格([name])</h1>
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										<p class="desc">
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											表示基于以三角形为[link:https://en.wikipedia.org/wiki/Polygon_mesh polygon mesh](多边形网格)的物体的类。
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											同时也作为其他类的基类,例如[page:SkinnedMesh]。
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										</p>
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										<h2>代码示例</h2>
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										<code>
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										const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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										const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
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										const mesh = new THREE.Mesh( geometry, material );
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										scene.add( mesh );
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										</code>
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										<h2>构造器</h2>
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										<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
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										<p>
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										[page:BufferGeometry geometry] —— (可选)[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。<br />
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										[page:Material material] —— (可选)一个[page:Material],或是一个包含有[page:Material]的数组,默认是一个新的[page:MeshBasicMaterial]。
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										</p>
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										<h2>属性</h2>
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										<p>共有属性请参见其基类[page:Object3D]。</p>
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										<h3>[property:BufferGeometry geometry]</h3>
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										<p>
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											[page:BufferGeometry] 的实例或者派生类,定义了物体的结构。
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										</p>
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										<h3>[property:Boolean isMesh]</h3>
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										<p>
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											Read-only flag to check if a given object is of type [name].
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										</p>
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										<h3>[property:Material material]</h3>
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										<p>
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											由[page:Material]基类或者一个包含材质的数组派生而来的材质实例,定义了物体的外观。默认值是一个[page:MeshBasicMaterial]。
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										</p>
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										<h3>[property:Array morphTargetInfluences]</h3>
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										<p>
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											一个包含有权重(值一般在0-1范围内)的数组,指定应用了多少变形。
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											默认情况下是未定义的,但是会被[page:Mesh.updateMorphTargets updateMorphTargets]重置为一个空数组。
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										</p>
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										<h3>[property:Object morphTargetDictionary]</h3>
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										<p>
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											基于morphTarget.name属性的morphTargets字典。
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											默认情况下是未定义的,但是会被[page:Mesh.updateMorphTargets updateMorphTargets]重建。
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										</p>
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										<h2>方法</h2>
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										<p>共有方法请参见其基类[page:Object3D]。</p>
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										<h3>[method:Mesh clone]()</h3>
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										<p>返回这个[name]对象及其子级的克隆。</p>
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										<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
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										<p>
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											在一条投射出去的[page:Ray](射线)和这个网格之间产生交互。
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											[page:Raycaster.intersectObject]将会调用这个方法。
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										</p>
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										<h3>[method:undefined updateMorphTargets]()</h3>
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										<p>
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											更新morphTargets,使其不对对象产生影响,重置[page:Mesh.morphTargetInfluences morphTargetInfluences] and
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											[page:Mesh.morphTargetDictionary morphTargetDictionary]属性。
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										</p>
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										<h2>源代码</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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