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74 lines
2.3 KiB
74 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] →
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<h1>场景([name])</h1>
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<p class="desc">
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场景能够让你在什么地方、摆放什么东西来交给three.js来渲染,这是你放置物体、灯光和摄像机的地方。</p>
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<h2>构造器</h2>
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<h3>[name]()</h3>
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<p>
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创建一个新的场景对象。
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</p>
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<h2>属性</h2>
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<h3>[property:Object background]</h3>
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<p>
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若不为空,在渲染场景的时候将设置背景,且背景总是首先被渲染的。
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可以设置一个用于的“clear”的[page:Color](颜色)、一个覆盖canvas的[page:Texture](纹理),
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或是 a cubemap as a [page:CubeTexture] or an equirectangular as a [page:Texture]。默认值为null。
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</p>
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<h3>[property:Float backgroundBlurriness]</h3>
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<p>
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Sets the blurriness of the background. Only influences environment maps assigned to [page:Scene.background]. Valid input is a float between *0* and *1*. Default is *0*.
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</p>
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<h3>[property:Texture environment]</h3>
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<p>
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若该值不为null,则该纹理贴图将会被设为场景中所有物理材质的环境贴图。
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然而,该属性不能够覆盖已存在的、已分配给 [page:MeshStandardMaterial.envMap] 的贴图。默认为null。
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</p>
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<h3>[property:Fog fog]</h3>
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<p>一个[page:Fog fog]实例定义了影响场景中的每个物体的雾的类型。默认值为null。
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</p>
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<h3>[property:Boolean isScene]</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 overrideMaterial]</h3>
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<p>如果不为空,它将强制场景中的每个物体使用这里的材质来渲染。默认值为null。</p>
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<h2>方法</h2>
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<h3>[method:Object toJSON]</h3>
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<p>
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meta -- 包含有元数据的对象,例如场景中的的纹理或图片。
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将scene对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
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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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