Three.js学习笔记-Constants(常量)

Animation

Loop Modes 循环方式
- THREE.LoopOnce
- THREE.LoopRepeat
- THREE.LoopPingPong
Interpolation Modes 插值模式
- THREE.InterpolateDiscrete
- THREE.InterpolateLinear
- THREE.InterpolateSmooth
Ending Modes 结束模式
- THREE.ZeroCurvatureEnding
- THREE.ZeroSlopeEnding
- THREE.WrapAroundEnding

Core

Revision Number 修订编号
- THREE.REV

Mouse Buttons
- THREE.MOUSE.LEFT
- THREE.MOUSE.MIDDLE
- THREE.MOUSE.RIGHT

CustomBlendingEquation 自定义混合方程##

混合就是在绘制时,不是直接把新的颜色覆盖在原来旧的颜色上,而是将新的颜色与旧的颜色经过一定的运算,获得最终的混合颜色。新的颜色被称为源颜色,旧的颜色称为目标颜色。
适合所有的材料类型,设置材料有关blindxxx的值
Blending Equations
- THREE.AddEquation 加法
- THREE.SubtractEquation 减法
- THREE.ReverseSubtractEquation 反向减法
- THREE.MinEquation 最小方程
- THREE.MaxEquation 最大方程

Source Factors
- THREE.ZeroFactor
- THREE.OneFactor
- THREE.SrcColorFactor
- THREE.OneMinusSrcColorFactor
- THREE.SrcAlphaFactor
- THREE.OneMinusSrcAlphaFactor
- THREE.DstAlphaFactor
- THREE.OneMinusDstAlphaFactor
- THREE.DstColorFactor
- THREE.OneMinusDstColorFactor
- THREE.SrcAlphaSaturateFactor

Destination Factors
- 除了THREE.SrcAlphaSaturateFactor这个都是有效的

DrawModes

Mesh.drawMode的有效值,控制一旦发送到GPU,如何插入定点列表
Draw Modes
- THREE.TrianglesDrawMode 默认值
- THREE.TriangleStripDrawMode
- THREE.TriangleFanDrawMode

Materials

所有材料类型共有的属性,但Texture Combine Operations除外,它仅适用于MeshBasicMaterial,MeshLambertMaterial和MeshPhongMaterial
Side 定义那个面被渲染,需要材料
- THREE.FrontSide 默认
- THREE.BackSide
- THREE.DoubleSide
Colors
- THREE.NoColors 默认,所有的面均应用材料的颜色
- THREE.FaceColors 根据每个Face3 Color值来着色
- THREE.VertexColors 根据Face3 vertexColors的值
Blending Mode
- THREE.NoBlending
- THREE.NormalBlending 默认,普通混合
- THREE.AdditiveBlending 假发混合
- THREE.SubtractiveBlending 减法混合
- THREE.MultiplyBlending 乘法混合
- THREE.CustomBlending 自定义混合
Depth Mode
- THREE.NeverDepth
- THREE.AlwaysDepth
- THREE.LessDepth
- THREE.LessEqualDepth 默认
- THREE.GreaterEqualDepth
- THREE.GreaterDepth
- THREE.NotEqualDepth
Texture Combine Operations
这些定义了表面颜色的结果如何与环境贴图(如果存在)结合,用于MeshBasicMaterial,MeshLambertMaterial和MeshPhongMaterial
- THREE.MultiplyOperation
- THREE.MixOperation
- THREE.AddOperation

Renderer

Cull Face Modes
- THREE.CullFaceNone
- THREE.CullFaceBack 默认 剔除背面(不可见的,可以提高渲染效率)
- THREE.CullFaceFront
- THREE.CullFaceFrontBack

Front Face Direction
- THREE.FrontFaceDirectionCW 设置多边形缠绕顺序为顺时针
- THREE.FrontFaceDirectionCCW 默认

Shadow Types
- THREE.BasicShadowMap 生成快但质量低
- THREE.PCFShadowMap 默认 Percentage-Closer Filtering (PCF) algorithm
- THREE.PCFSoftShadowMap Percentage-Closer Soft Shadow (PCSS) algorithm

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Tone Mapping
- THREE.NoToneMapping
- THREE.LinearToneMapping 默认
- THREE.ReinhardToneMapping
- THREE.Uncharted2ToneMapping
- THREE.CineonToneMapping

Textures

Mapping Modes
- THREE.UVMapping 默认
- THREE.CubeReflectionMapping
- THREE.CubeRefractionMapping
- THREE.EquirectangularReflectionMapping 圆柱反射
- THREE.EquirectangularRefractionMapping 圆柱折射
- THREE.SphericalReflectionMapping 球面反射
- THREE.CubeUVReflectionMapping
- THREE.CubeUVRefractionMapping
Wrapping Modes
- THREE.RepeatWrapping 纹理将简单的重复到无穷远
- THREE.ClampToEdgeWrapping 默认 纹理的最后一个像素延伸到网格的边缘(就一个纹理不重复)
- THREE.MirroredRepeatWrapping 纹理将重复到无穷大,镜像每次重复
Magnification Filters 与纹理的magFilter属性一起使用
- THREE.NearestFilter
- THREE.LinearFilter 默认
Minification Filters 与纹理的minFilter属性一起使用
- THREE.NearestFilter
- THREE.NearestMipMapNearestFilter
- THREE.NearestMipMapLinearFilter
- THREE.LinearFilter
- THREE.LinearMipMapNearestFilter
- THREE.LinearMipMapLinearFilter 默认
Types
- THREE.UnsignedByteType
- THREE.ByteType
- THREE.ShortType
- THREE.UnsignedShortType 默认
- THREE.IntType
- THREE.UnsignedIntType
- THREE.FloatType
- THREE.HalfFloatType
- THREE.UnsignedShort4444Type
- THREE.UnsignedShort5551Type
- THREE.UnsignedShort565Type
- THREE.UnsignedInt248Type
Formats为了与纹理的format属性一起使用,这些属性定义着色器如何读取2d纹理或纹素的元素
- THREE.AlphaFormat
- THREE.RGBFormat
- THREE.RGBAFormat 默认
- THREE.LuminanceFormat 灰度值
- THREE.LuminanceAlphaFormat
- THREE.RGBEFormat
- THREE.DepthFormat
- THREE.DepthStencilFormat
DDS / ST3C Compressed Texture Formats
与CompressedTexture的format属性一起使用,这些属性需要支持WEBGL_compressed_texture_s3tc扩展
- THREE.RGB_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT3_Format
- THREE.RGBA_S3TC_DXT5_Format
PVRTC Compressed Texture Formats
CompressedTexture的format属性一起使用,需要支持WEBGL_compressed_texture_pvrtc扩展
- THREE.RGB_PVRTC_4BPPV1_Format
- THREE.RGB_PVRTC_2BPPV1_Format
- THREE.RGBA_PVRTC_4BPPV1_Format
- THREE.RGBA_PVRTC_2BPPV1_Format
Enconding
如果在材质已使用纹理后更改编码类型,则需要将Material.needsUpdate设置为true以使材质重新编译
- THREE.LinearEncoding 默认
- THREE.sRGBEncoding
- THREE.GammaEncoding
- THREE.RGBEEncoding
- THREE.LogLuvEncoding
- THREE.RGBM7Encoding
- THREE.RGBM16Encoding
- THREE.RGBDEncoding
- THREE.BasicDepthPacking
- THREE.RGBADepthPacking

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转载自blog.csdn.net/u013270347/article/details/81115913