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- /**
- * @author mr.doob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
-
- * size: <float>,
-
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
-
- * vertexColors: <bool>
- * }
- */
- THREE.ParticleBasicMaterial = function ( parameters ) {
- this.id = THREE.MaterialCounter.value ++;
- this.color = new THREE.Color( 0xffffff );
- this.opacity = 1.0;
- this.map = null;
- this.size = 1.0;
- this.sizeAttenuation = true;
- this.blending = THREE.NormalBlending;
- this.depthTest = true;
- this.offset = new THREE.Vector2(); // TODO: expose to parameters (implemented just in CanvasRenderer)
- this.vertexColors = false;
- if ( parameters ) {
- if ( parameters.color !== undefined ) this.color.setHex( parameters.color );
- if ( parameters.opacity !== undefined ) this.opacity = parameters.opacity;
- if ( parameters.map !== undefined ) this.map = parameters.map;
- if ( parameters.size !== undefined ) this.size = parameters.size;
- if ( parameters.sizeAttenuation !== undefined ) this.sizeAttenuation = parameters.sizeAttenuation;
- if ( parameters.blending !== undefined ) this.blending = parameters.blending;
- if ( parameters.depthTest !== undefined ) this.depthTest = parameters.depthTest;
- if ( parameters.vertexColors !== undefined ) this.vertexColors = parameters.vertexColors;
- }
- };
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