Material
API
Material
材质基类
StandardMaterial
标准材质
const material = new BABYLON.StandardMaterial(name: string, scene?: Scene);
// 漫反射material.diffuseColor = BABYLON.Color3.Green();
// 高光material.specularColor = BABYLON.Color3.Green();
// 环境色,当scene设置了环境色时,该颜色生效material.ambientColor = BABYLON.Color3.Green();
// 设置mesh的材质mesh.material = material;Texture
纹理
// ambientTexture// specularTextureconst texture = new BABYLON.Texture( url: Nullable<string>, sceneOrEngine?: Nullable<Scene | ThinEngine>);
// 指定材质使用纹理material.diffuseTexture = texture;CubeTexture
立方体纹理

// rootUrl 设置为 "textures/box" 时,会加载 box_px.jpg box_nx.jpg box_py.jpg box_ny.jpg box_pz.jpg box_nz.jpgconst cubeTexture = new BABYLON.CubeTexture( rootUrl: string, sceneOrEngine: Scene | ThinEngine, ....);
// 也可以指定多面体的每个面的UV坐标系,指定起始点和终点的位置const box = BABYLON.MeshBuilder.CreateBox("box", { ... faceUV: [ new BABYLON.Vector4(0.5, 0, 0.75, 1), new BABYLON.Vector4(0, 0, 0.25, 1), new BABYLON.Vector4(0.25, 0, 0.5, 1), new BABYLON.Vector4(0.75, 0, 1, 1), ],});
material.diffuseTexture = cubeTexture;box.material = material;