File: PolyhedronBufferGeometry.html

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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:BufferGeometry] &rarr;

		<h1>多面缓冲几何体([name])</h1>

		<p class="desc">
				多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
				这个类由[page:DodecahedronBufferGeometry]、[page:IcosahedronBufferGeometry]、[page:OctahedronBufferGeometry]和[page:TetrahedronBufferGeometry]
				所使用,以生成它们各自的几何结构。
		</p>

		<h2>示例</h2>
<code>
var verticesOfCube = [
    -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
    -1,-1, 1,    1,-1, 1,    1, 1, 1,    -1, 1, 1,
];

var indicesOfFaces = [
    2,1,0,    0,3,2,
    0,4,7,    7,3,0,
    0,1,5,    5,4,0,
    1,2,6,    6,5,1,
    2,3,7,    7,6,2,
    4,5,6,    6,7,4
];

var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
</code>

		<h2>构造器</h2>


		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
		<p>
		vertices — 一个顶点[page:Array](数组):[1,1,1, -1,-1,-1, ... ]。 <br />
		indices — 一个构成面的索引[page:Array](数组), [0,1,2, 2,3,0, ... ]。<br />
		radius — [page:Float] - 最终形状的半径。<br />
		detail — [page:Integer] - 将对这个几何体细分多少个级别。细节越多,形状就越平滑。
		</p>

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

		<h3>[property:Object parameters]</h3>
		<p>
				一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
		</p>

		<h2>方法(Methods)</h2>
		<p>共有方法请参见其基类[page:BufferGeometry]。</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>