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							131 lines
						
					
					
						
							4.2 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							131 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">A material that maps the normal vectors to RGB colors.</p>
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										<iframe id="scene" src="scenes/material-browser.html#MeshNormalMaterial"></iframe>
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										<script>
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										// iOS iframe auto-resize workaround
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										if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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											const scene = document.getElementById( 'scene' );
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											scene.style.width = getComputedStyle( scene ).width;
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											scene.style.height = getComputedStyle( scene ).height;
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											scene.setAttribute( 'scrolling', 'no' );
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										}
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										</script>
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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.
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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 bumpMap]</h3>
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										<p>
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											The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
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											Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
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											be ignored.
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										</p>
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										<h3>[property:Float bumpScale]</h3>
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										<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
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										<h3>[property:Texture displacementMap]</h3>
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										<p>
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											The displacement map affects the position of the mesh's vertices. Unlike other maps
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											which only affect the light and shade of the material the displaced vertices can cast shadows,
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											block other objects, and otherwise act as real geometry. The displacement texture is
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											an image where the value of each pixel (white being the highest) is mapped against,
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											and repositions, the vertices of the mesh.
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										</p>
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										<h3>[property:Float displacementScale]</h3>
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										<p>
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											How much the displacement map affects the mesh (where black is no displacement,
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											and white is maximum displacement). Without a displacement map set, this value is not applied.
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											 Default is 1.
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										</p>
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										<h3>[property:Float displacementBias]</h3>
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										<p>
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											The offset of the displacement map's values on the mesh's vertices.
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											Without a displacement map set, this value is not applied. Default is 0.
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										</p>
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										<h3>[property:Boolean flatShading]</h3>
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										<p>
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										Define whether the material is rendered with flat shading. Default is false.
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										</p>
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										<h3>[property:Boolean fog]</h3>
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										<p>Whether the material is affected by fog. Default is `false`.</p>
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										<h3>[property:Texture normalMap]</h3>
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										<p>
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											The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
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											the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
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											In case the material has a normal map authored using the left handed convention, the y component of normalScale
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											should be negated to compensate for the different handedness.
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										</p>
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										<h3>[property:Integer normalMapType]</h3>
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										<p>
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											The type of normal map.<br /><br />
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											Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
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										</p>
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										<h3>[property:Vector2 normalScale]</h3>
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										<p>
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											How much the normal map affects the material. Typical ranges are 0-1.
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											Default is a [page:Vector2] set to (1,1).
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										</p>
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										<h3>[property:Boolean wireframe]</h3>
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										<p>
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											Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
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										</p>
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										<h3>[property:Float wireframeLinewidth]</h3>
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										<p>Controls wireframe thickness. Default is 1.<br /><br />
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										Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
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										with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
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										always be 1 regardless of the set value.
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										</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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