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@@ -1,168 +1,150 @@
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-<!DOCTYPE html>
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-<html lang="en">
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- <head>
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- <meta charset="utf-8">
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- <script src="../../list.js"></script>
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- <script src="../../page.js"></script>
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- <link type="text/css" rel="stylesheet" href="../../page.css" />
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- </head>
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- <body>
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- [page:Object3D] → [page:Light] →
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-
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- <h1>[name]</h1>
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-
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- <div class="desc">A point light that can cast shadow in one direction.</div>
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-
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- <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
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-
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-
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- <h2>Example</h2>
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-
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- <code>// white spotlight shining from the side, casting shadow
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-
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-var spotLight = new THREE.SpotLight( 0xffffff );
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-spotLight.position.set( 100, 1000, 100 );
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-
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-spotLight.castShadow = true;
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-
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-spotLight.shadowMapWidth = 1024;
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-spotLight.shadowMapHeight = 1024;
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-
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-spotLight.shadowCameraNear = 500;
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-spotLight.shadowCameraFar = 4000;
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-spotLight.shadowCameraFov = 30;
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-
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-scene.add( spotLight );</code>
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-
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-
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- <h2>Constructor</h2>
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-
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- <h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
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-
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- <h2>Properties</h2>
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-
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- <h3>.[page:Vector3 position]</h3>
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- <div>
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- Light's position.<br />
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- Default — *new THREE.Vector3()*.
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- </div>
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-
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- <h3>.[page:Object3D target]</h3>
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- <div>
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- Spotlight focus points at target.position.<br />
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- Default position — *(0,0,0)*.
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- </div>
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-
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- <h3>.[page:Float intensity]</h3>
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- <div>
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- Light's intensity.<br />
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- Default — *1.0*.
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- </div>
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-
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- <h3>.[page:Float distance]</h3>
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- <div>
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- If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
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- Default — *0.0*.
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- </div>
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-
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- <h3>.[page:Float angle]</h3>
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- <div>
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- Maximum extent of the spotlight, in radians, from its direction.<br />
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- Default — *Math.PI/2*.
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- </div>
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-
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- <h3>.[page:Float exponent]</h3>
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- <div>
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- Rapidity of the falloff of light from its target direction.<br />
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- Default — *10.0*.
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- </div>
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-
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- <h3>.[page:Boolean castShadow]</h3>
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- <div>
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- If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
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- Default — *false*.
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- </div>
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-
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- <h3>.[page:Boolean onlyShadow]</h3>
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- <div>
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- If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
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- Default — *false*.
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- </div>
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-
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- <h3>.[page:Float shadowCameraNear]</h3>
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- <div>
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- Perspective shadow camera frustum <em>near</em> parameter.<br />
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- Default — *50*.
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- </div>
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-
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- <h3>.[page:Float shadowCameraFar]</h3>
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- <div>
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- Perspective shadow camera frustum <em>far</em> parameter.<br />
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- Default — *5000*.
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- </div>
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-
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- <h3>.[page:Float shadowCameraFov]</h3>
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- <div>
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- Perspective shadow camera frustum <em>field of view</em> parameter.<br />
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- Default — *50*.
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- </div>
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-
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- <h3>.[page:Boolean shadowCameraVisible]</h3>
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- <div>
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- Show debug shadow camera frustum.<br />
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- Default — *false*.
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- </div>
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-
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- <h3>.[page:Float shadowBias]</h3>
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- <div>
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- Shadow map bias.<br />
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- Default — *0*.
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- </div>
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-
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- <h3>.[page:Float shadowDarkness]</h3>
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- <div>
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- Darkness of shadow casted by this light (from *0* to *1*).<br />
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- Default — *0.5*.
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- </div>
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-
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- <h3>.[page:Integer shadowMapWidth]</h3>
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- <div>
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- Shadow map texture width in pixels.<br />
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- Default — *512*.
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- </div>
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-
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- <h3>.[page:Integer shadowMapHeight]</h3>
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- <div>
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- Shadow map texture height in pixels.<br />
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- Default — *512*.
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- </div>
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-
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- <h3>.[page:Float shadowBias]</h3>
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- <div>
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- Shadow map bias.<br />
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- Default — *0*.
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- </div>
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-
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- <h3>.[page:Float shadowDarkness]</h3>
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- <div>
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- Darkness of shadow casted by this light (from *0* to *1*).<br />
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- Default — *0.5*.
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- </div>
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-
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- <h3>.[page:Integer shadowMapWidth]</h3>
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- <div>
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- Shadow map texture width in pixels.<br />
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- Default — *512*.
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- </div>
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-
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- <h3>.[page:Integer shadowMapHeight]</h3>
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- <div>
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- Shadow map texture height in pixels.<br />
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- Default — *512*.
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- </div>
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-
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- <h2>Source</h2>
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-
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- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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- </body>
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-</html>
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8">
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+ <script src="../../list.js"></script>
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+ <script src="../../page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="../../page.css" />
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+ </head>
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+ <body>
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+ [page:Object3D] → [page:Light] →
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+
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+ <h1>[name]</h1>
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+
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+ <div class="desc">A point light that can cast shadow in one direction.</div>
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+
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+ <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
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+
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+
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+ <h2>Example</h2>
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+
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+ <code>// white spotlight shining from the side, casting shadow
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+
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+var spotLight = new THREE.SpotLight( 0xffffff );
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+spotLight.position.set( 100, 1000, 100 );
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+
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+spotLight.castShadow = true;
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+
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+spotLight.shadowMapWidth = 1024;
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+spotLight.shadowMapHeight = 1024;
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+
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+spotLight.shadowCameraNear = 500;
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+spotLight.shadowCameraFar = 4000;
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+spotLight.shadowCameraFov = 30;
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+
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+scene.add( spotLight );</code>
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+
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
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+
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+ <h2>Properties</h2>
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+
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+ <h3>.[page:Vector3 position]</h3>
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+ <div>
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+ Light's position.<br />
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+ Default — *new THREE.Vector3()*.
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+ </div>
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+
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+ <h3>.[page:Float intensity]</h3>
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+ <div>
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+ Light's intensity.<br />
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+ Default — *1.0*.
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+ </div>
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+
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+ <h3>.[page:Float distance]</h3>
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+ <div>
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+ If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
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+ Default — *0.0*.
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+ </div>
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+
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+ <h3>.[page:Boolean castShadow]</h3>
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+ <div>
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+ If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
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+ Default — *false*.
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+ </div>
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+
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+ <h3>.[page:Boolean onlyShadow]</h3>
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+ <div>
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+ If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
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+ Default — *false*.
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+ </div>
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+
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+ <h3>.[page:Float shadowCameraNear]</h3>
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+ <div>
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+ Perspective shadow camera frustum <em>near</em> parameter.<br />
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+ Default — *50*.
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+ </div>
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+
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+ <h3>.[page:Float shadowCameraFar]</h3>
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+ <div>
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+ Perspective shadow camera frustum <em>far</em> parameter.<br />
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+ Default — *5000*.
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+ </div>
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+
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+ <h3>.[page:Float shadowCameraFov]</h3>
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+ <div>
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+ Perspective shadow camera frustum <em>field of view</em> parameter.<br />
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+ Default — *50*.
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+ </div>
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+
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+ <h3>.[page:Boolean shadowCameraVisible]</h3>
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+ <div>
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+ Show debug shadow camera frustum.<br />
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+ Default — *false*.
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+ </div>
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+
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+ <h3>.[page:Float shadowBias]</h3>
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+ <div>
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+ Shadow map bias.<br />
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+ Default — *0*.
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+ </div>
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+
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+ <h3>.[page:Float shadowDarkness]</h3>
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+ <div>
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+ Darkness of shadow casted by this light (from *0* to *1*).<br />
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+ Default — *0.5*.
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+ </div>
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+
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+ <h3>.[page:Integer shadowMapWidth]</h3>
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+ <div>
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+ Shadow map texture width in pixels.<br />
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+ Default — *512*.
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+ </div>
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+
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+ <h3>.[page:Integer shadowMapHeight]</h3>
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+ <div>
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+ Shadow map texture height in pixels.<br />
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+ Default — *512*.
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+ </div>
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+
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+ <h3>.[page:Float shadowBias]</h3>
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+ <div>
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+ Shadow map bias.<br />
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+ Default — *0*.
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+ </div>
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+
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+ <h3>.[page:Float shadowDarkness]</h3>
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+ <div>
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+ Darkness of shadow casted by this light (from *0* to *1*).<br />
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+ Default — *0.5*.
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+ </div>
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+
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+ <h3>.[page:Integer shadowMapWidth]</h3>
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+ <div>
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+ Shadow map texture width in pixels.<br />
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+ Default — *512*.
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+ </div>
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+
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+ <h3>.[page:Integer shadowMapHeight]</h3>
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+ <div>
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+ Shadow map texture height in pixels.<br />
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+ Default — *512*.
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+ </div>
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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