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111 lines
4.2 KiB
111 lines
4.2 KiB
<!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:Material] →
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<h1>[name]</h1>
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<p class="desc">The default material used by [page:Points].</p>
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<h2>Code Example</h2>
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<code>
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const vertices = [];
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for ( let i = 0; i < 10000; i ++ ) {
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const x = THREE.MathUtils.randFloatSpread( 2000 );
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const y = THREE.MathUtils.randFloatSpread( 2000 );
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const z = THREE.MathUtils.randFloatSpread( 2000 );
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vertices.push( x, y, z );
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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const material = new THREE.PointsMaterial( { color: 0x888888 } );
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const points = new THREE.Points( geometry, material );
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scene.add( points );
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</code>
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<h2>Examples</h2>
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<p>
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[example:misc_controls_fly misc / controls / fly]<br />
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[example:webgl_buffergeometry_drawrange WebGL / BufferGeometry / drawrange]<br />
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[example:webgl_buffergeometry_points WebGL / BufferGeometry / points]<br />
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[example:webgl_buffergeometry_points_interleaved WebGL / BufferGeometry / points / interleaved]<br />
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[example:webgl_camera WebGL / camera ]<br />
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[example:webgl_geometry_convex WebGL / geometry / convex]<br />
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[example:webgl_geometry_shapes WebGL / geometry / shapes]<br />
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[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
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[example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
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[example:webgl_points_billboards WebGL / points / billboards]<br />
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[example:webgl_points_dynamic WebGL / points / dynamic]<br />
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[example:webgl_points_sprites WebGL / points / sprites]<br />
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[example:webgl_trails WebGL / trails]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
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The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
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string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Material] class for common properties.</p>
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<h3>[property:Texture alphaMap]</h3>
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<p>The alpha map is a grayscale texture that controls the opacity across the surface
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(black: fully transparent; white: fully opaque). Default is null.<br /><br />
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Only the color of the texture is used, ignoring the alpha channel if one exists.
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For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
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green channel when sampling this texture due to the extra bit of precision provided
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for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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luminance/alpha textures will also still work as expected.
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</p>
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<h3>[property:Color color]</h3>
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<p>[page:Color] of the material, by default set to white (0xffffff).</p>
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<h3>[property:Boolean fog]</h3>
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<p>Whether the material is affected by fog. Default is `true`.</p>
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<h3>[property:Texture map]</h3>
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<p>
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Sets the color of the points using data from a [page:Texture].
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May optionally include an alpha channel, typically combined with
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[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
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</p>
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<h3>[property:Number size]</h3>
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<p>Defines the size of the points in pixels. Default is 1.0.<br/>
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Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
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<h3>[property:Boolean sizeAttenuation]</h3>
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<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>
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<h2>Methods</h2>
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<p>See the base [page:Material] class for common methods.</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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