File: CubeCamera.html

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three.js 111%2Bdfsg1-2
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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:Object3D] &rarr;

		<h1>立方相机([name])</h1>


		<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLRenderTargetCube]上。</p>

		<h2>示例</h2>

		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
		<p>[example:webgl_shading_physical shading / physical ]</p>

		<code>// Create cube camera
		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
		scene.add( cubeCamera );

		// Create car
		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
		var car = new Mesh( carGeometry, chromeMaterial );
		scene.add( car );

		// Update the render target cube
		car.setVisible( false );
		cubeCamera.position.copy( car.position );
		cubeCamera.update( renderer, scene );

		// Render the scene
		car.setVisible( true );
		renderer.render( scene, camera );
		</code>



		<h2>构造器</h2>



		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
		<p>

		near -- 近剪切面的距离<br />
		far -- 远剪切面的距离<br />
		cubeResolution -- 设置立方体边缘的长度
		</p>
		<p>
			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLRenderTargetCube]上。

		</p>


		<h2>属性</h2>
		<p>共有属性请参见其基类[page:Object3D]。</p>

		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
		<p>
			生成的立方体纹理<br>
			(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)
		</p>

		<h2>方法</h2>
		<p>共有方法请参见其基类[page:Object3D]。</p>



		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
		<p>
		renderer -- 当前的WebGL渲染器<br />
		scene -- 当前的场景
		</p>
		<p>
			这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)。
		</p>

		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
		<p>
			这个方法用来来清除[page:CubeCamera.renderTarget renderTarget]的颜色、深度和/或模板缓冲区。
			颜色缓冲区设置为渲染器当前的“清除”色。参数默认值均为*true*。

		</p>

		<h2>源代码</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>