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85 lines
2.3 KiB
85 lines
2.3 KiB
<!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] → [page:Mesh] →
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<h1>[name]</h1>
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<p class="desc">
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创建一个虚拟的球形网格 [page:Mesh] 的辅助对象来模拟
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点光源 [page:PointLight].
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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 pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
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pointLight.position.set( 10, 10, 10 );
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scene.add( pointLight );
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const sphereSize = 1;
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const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
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scene.add( pointLightHelper );
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</code>
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<h2>例子</h2>
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<p>
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[example:webgl_helpers WebGL / helpers]
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</p>
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<h2>构造函数</h2>
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<h3>[name]( [param:PointLight light], [param:Float sphereSize], [param:Hex color] )</h3>
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<p>
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[page:PointLight light] -- 要模拟的光源. <br /><br />
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[page:Float sphereSize] -- (可选的) 球形辅助对象的尺寸. 默认为 *1*.<br /><br />
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[page:Hex color] -- (可选的) 如果没有赋值辅助对象将使用光源的颜色.
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</p>
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<h2>属性</h2>
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<p>请到基类 [page:Mesh] 页面查看公共属性.</p>
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<h3>[property:PointLight light]</h3>
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<p>被模拟的点光源 [page:PointLight] .</p>
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<h3>[property:Object matrix]</h3>
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<p>请参考点光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
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<h3>[property:Object matrixAutoUpdate]</h3>
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<p>
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请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
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使用点光源的 [page:Object3D.matrixWorld matrixWorld].
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</p>
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<h3>[property:hex color]</h3>
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<p>
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构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
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辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
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</p>
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<h2>方法</h2>
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<p>请到基类 [page:Mesh] 页面查看公共方法.</p>
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<h3>[method:undefined dispose]()</h3>
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<p>销毁该点光源辅助对象.</p>
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<h3>[method:undefined update]()</h3>
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<p>更新辅助对象,与 [page:.light] 属性的位置保持一致.</p>
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<h2>源码</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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