mirror of
https://github.com/wahyd4/three.js.git
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Work in progress, not expected to work yet. (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
91 lines
3.0 KiB
JavaScript
91 lines
3.0 KiB
JavaScript
/**
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* @author mr.doob / http://mrdoob.com/
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* @author alteredq / http://alteredqualia.com/
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*
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* parameters = {
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* color: <hex>,
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* opacity: <float>,
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* map: new THREE.Texture( <Image> ),
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* lightMap: new THREE.Texture( <Image> ),
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* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
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* combine: THREE.Multiply,
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* reflectivity: <float>,
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* refractionRatio: <float>,
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* shading: THREE.SmoothShading,
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* blending: THREE.NormalBlending,
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* depthTest: <bool>,
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* wireframe: <boolean>,
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* wireframeLinewidth: <float>,
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* vertexColors: false / THREE.VertexColors / THREE.FaceColors,
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* skinning: <bool>
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* }
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*/
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THREE.MeshBasicMaterial = function ( parameters ) {
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this.id = THREE.MaterialCounter.value ++;
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this.color = new THREE.Color( 0xffffff );
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this.opacity = 1.0;
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this.map = null;
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this.lightMap = null;
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this.envMap = null;
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this.combine = THREE.MultiplyOperation;
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this.reflectivity = 1.0;
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this.refractionRatio = 0.98;
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this.fog = true; // implemented just in WebGLRenderer2
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this.shading = THREE.SmoothShading;
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this.blending = THREE.NormalBlending;
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this.depthTest = true;
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this.wireframe = false;
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this.wireframeLinewidth = 1.0;
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this.wireframeLinecap = 'round'; // implemented just in CanvasRenderer
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this.wireframeLinejoin = 'round'; // implemented just in CanvasRenderer
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this.vertexColors = false;
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this.skinning = false;
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this.morphTargets = false;
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if ( parameters ) {
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if ( parameters.color !== undefined ) this.color.setHex( parameters.color );
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if ( parameters.opacity !== undefined ) this.opacity = parameters.opacity;
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if ( parameters.map !== undefined ) this.map = parameters.map;
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if ( parameters.lightMap !== undefined ) this.lightMap = parameters.lightMap;
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if ( parameters.envMap !== undefined ) this.envMap = parameters.envMap;
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if ( parameters.combine !== undefined ) this.combine = parameters.combine;
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if ( parameters.reflectivity !== undefined ) this.reflectivity = parameters.reflectivity;
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if ( parameters.refractionRatio !== undefined ) this.refractionRatio = parameters.refractionRatio;
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if ( parameters.fog !== undefined ) this.fog = parameters.fog;
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if ( parameters.shading !== undefined ) this.shading = parameters.shading;
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if ( parameters.blending !== undefined ) this.blending = parameters.blending;
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if ( parameters.depthTest !== undefined ) this.depthTest = parameters.depthTest;
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if ( parameters.wireframe !== undefined ) this.wireframe = parameters.wireframe;
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if ( parameters.wireframeLinewidth !== undefined ) this.wireframeLinewidth = parameters.wireframeLinewidth;
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if ( parameters.wireframeLinecap !== undefined ) this.wireframeLinecap = parameters.wireframeLinecap;
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if ( parameters.wireframeLinejoin !== undefined ) this.wireframeLinejoin = parameters.wireframeLinejoin;
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if ( parameters.vertexColors !== undefined ) this.vertexColors = parameters.vertexColors;
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if ( parameters.skinning !== undefined ) this.skinning = parameters.skinning;
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if ( parameters.morphTargets !== undefined ) this.morphTargets = parameters.morphTargets;
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}
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};
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