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							107 lines
						
					
					
						
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							107 lines
						
					
					
						
							3.4 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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										<h1>视锥体([name])</h1>
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										<p class="desc">
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											[link:http://en.wikipedia.org/wiki/Frustum Frustums] 用于确定相机视野内的东西。
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											它有助于加速渲染过程——位于摄像机视锥体外的物体可以安全地排除在渲染之外。<br /><br />
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											该类主要用于渲染器内部计算 [page:Camera camera] 或 [page:LightShadow.camera shadowCamera]的视锥体。
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										</p>
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										<h2>构造器(Constructor)</h2>
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										<h3>[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])</h3>
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										<p>
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											[page:Plane p0] - (可选参数)  [page:Plane].<br />
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											[page:Plane p1] - (可选参数)  [page:Plane].<br />
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											[page:Plane p2] - (可选参数)  [page:Plane].<br />
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											[page:Plane p3] - (可选参数)  [page:Plane].<br />
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											[page:Plane p4] - (可选参数)  [page:Plane].<br />
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											[page:Plane p5] - (可选参数)  [page:Plane].<br /><br />
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											使用6个面来构建一个视锥体。
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										</p>
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										<h2>属性(Properties)</h2>
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										<h3>[property:Array planes]</h3>
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										<p>包含6个平面 [page:Plane planes] 的数组。</p>
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										<h2>方法(Methods)</h2>
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										<h3>[method:Frustum clone]()</h3>
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										<p>返回一个与当前对象有相同参数的视锥体。</p>
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										<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
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										<p>
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										[page:Vector3 point] - [page:Vector3] 被检测的点。<br /><br />
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										检测该点 [page:Vector3 point] 是否在视锥体内。
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										</p>
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										<h3>[method:this copy]( [param:Frustum frustum] )</h3>
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										<p>
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										[page:Frustum frustum] - 用于拷贝的视锥体。<br /><br />
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										将传入 [page:Frustum frustum] 的属性拷贝到当前对象。
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										</p>
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										<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
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										<p>
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										[page:Box3 box] - [page:Box3] 用于检测是否要交的包围盒。<br /><br />
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										返回 true 如果该 [page:Box3 box] 与视锥体相交。
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										</p>
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										<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
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										<p>
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											检测 [page:Object3D object] 的包围球 [page:BufferGeometry.boundingSphere bounding sphere] 是否与视锥体相交。<br /><br />
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											注意:该对象必须有一个 [page:BufferGeometry] ,因为这样才能计算出包围球。
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										</p>
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										<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
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										<p>
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										[page:Sphere sphere] - [page:Sphere] 用于检查是否相交。<br /><br />
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										返回true 如果球[page:Sphere sphere]与视锥体相交。
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										</p>
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										<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
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										<p>
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											检查精灵[page:Sprite sprite]是否与截锥体相交。<br /><br />
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										</p>
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										<h3>[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
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										<p>
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										从传入的平面设置当前视锥体。没有隐式的顺序。<br>
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										请注意,此方法仅复制给定对象的值。
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										</p>
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										<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
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										<p>
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										[page:Matrix4 matrix] - 投影矩阵 [page:Matrix4] 会被用来设置该视椎体的 [page:.planes planes]<br /><br />
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										根据投影矩阵 matrix 来设置当前视椎体的六个面。
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										</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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