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Docs: DirectionalLight and some SpotLight progress.

Mr.doob il y a 13 ans
Parent
commit
aa5448895b

+ 47 - 0
docs/api/lights/DirectionalLight.html

@@ -30,6 +30,9 @@ scene.add( directionalLight );</code>
 </div>
 
 <h3>.[page:Object3D target]</h3>
+<div>
+	Target used for shadow camera orientation.
+</div>
 
 <h3>.[page:Float intensity]</h3>
 <div>
@@ -56,26 +59,70 @@ scene.add( directionalLight );</code>
 </div>
 
 <h3>.[page:Float shadowCameraNear]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *50*.
+</div>
 
 <h3>.[page:Float shadowCameraFar]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *5000*.
+</div>
 
 <h3>.[page:Float shadowCameraLeft]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *-500*.
+</div>
 
 <h3>.[page:Float shadowCameraRight]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *500*.
+</div>
 
 <h3>.[page:Float shadowCameraTop]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *500*.
+</div>
 
 <h3>.[page:Float shadowCameraBottom]</h3>
+<div>
+	Orthographic shadow camera frustum parameter.<br />
+	Default — *-500*.
+</div>
 
 <h3>.[page:Boolean shadowCameraVisible]</h3>
+<div>
+	Show debug shadow camera frustum.<br />
+	Default — *false*.
+</div>
 
 <h3>.[page:Float shadowBias]</h3>
+<div>
+	Shadow map bias.<br />
+	Default — *0*.
+</div>
 
 <h3>.[page:Float shadowDarkness]</h3>
+<div>
+	Darkness of shadow casted by this light (from *0* to *1*).<br />
+	Default — *0.5*.
+</div>
 
 <h3>.[page:Integer shadowMapWidth]</h3>
+<div>
+	Shadow map texture width in pixels.<br />
+	Default — *512*.
+</div>
 
 <h3>.[page:Integer shadowMapHeight]</h3>
+<div>
+	Shadow map texture height in pixels.<br />
+	Default — *512*.
+</div>
 
 <h3>.[page:Boolean shadowCascade]</h3>
 

+ 0 - 145
docs/api/lights/DirectionalLight.rst

@@ -1,145 +0,0 @@
-DirectionalLight - A directional light
---------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: DirectionalLight( hex, intensity, distance )
-
-    A directional light
-
-    Part of scene graph
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-    :param float intensity: light intensity
-    :param float distance: distance affected by light
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: DirectionalLight.color
-
-    Light :class:`Color`
-
-.. attribute:: DirectionalLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: DirectionalLight.position
-
-    Direction of the light is normalized vector from ``position`` to ``(0,0,0)``.
-
-.. attribute:: DirectionalLight.distance
-
-    Modulating directional light by distance not implemented in :class:`WebGLRenderer`
-
-
-.. ...............................................................................
-.. rubric:: Shadow attributes
-.. ...............................................................................
-
-.. attribute:: DirectionalLight.castShadow
-
-    If set to `true` light will cast dynamic shadows
-
-    Warning: this is expensive and requires tweaking to get shadows looking right.
-
-    ``default false``
-
-.. attribute:: DirectionalLight.onlyShadow
-
-    If set to `true` light will only cast shadow but not contribute any lighting (as if intensity was 0 but cheaper to compute)
-
-    ``default false``
-
-.. attribute:: DirectionalLight.target
-
-    :class:`Object3D` target used for shadow camera orientation
-
-.. attribute:: DirectionalLight.shadowCameraNear
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 50``
-
-.. attribute:: DirectionalLight.shadowCameraFar
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 5000``
-
-.. attribute:: DirectionalLight.shadowCameraLeft
-
-    Orthographic shadow camera frustum parameter
-
-    ``default -500``
-
-.. attribute:: DirectionalLight.shadowCameraRight
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 500``
-
-.. attribute:: DirectionalLight.shadowCameraTop
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 500``
-
-.. attribute:: DirectionalLight.shadowCameraBottom
-
-    Orthographic shadow camera frustum parameter
-
-    ``default -500``
-
-.. attribute:: DirectionalLight.shadowCameraVisible
-
-    Show debug shadow camera frustum
-
-    ``default false``
-
-.. attribute:: DirectionalLight.shadowBias
-
-    Shadow map bias
-
-    ``default 0``
-
-.. attribute:: DirectionalLight.shadowDarkness
-
-    Darkness of shadow casted by this light (``float`` from 0 to 1)
-
-    ``default 0.5``
-
-.. attribute:: DirectionalLight.shadowMapWidth
-
-    Shadow map texture width in pixels
-
-    ``default 512``
-
-.. attribute:: DirectionalLight.shadowMapHeight
-
-    Shadow map texture height in pixels
-
-    ``default 512``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // white directional light at half intensity shining from the top
-
-    var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
-    directionalLight.position.set( 0, 1, 0 );
-    scene.add( directionalLight );

+ 19 - 8
docs/api/lights/SpotLight.html

@@ -5,6 +5,25 @@
 <div class="desc">todo</div>
 
 
+<h2>Example</h2>
+
+<code>// white spotlight shining from the side, casting shadow
+
+var spotLight = new THREE.SpotLight( 0xffffff );
+spotLight.position.set( 100, 1000, 100 );
+
+spotLight.castShadow = true;
+
+spotLight.shadowMapWidth = 1024;
+spotLight.shadowMapHeight = 1024;
+
+spotLight.shadowCameraNear = 500;
+spotLight.shadowCameraFar = 4000;
+spotLight.shadowCameraFov = 30;
+
+scene.add( spotLight );</code>
+
+
 <h2>Constructor</h2>
 
 <h3>[name]()</h3>
@@ -15,14 +34,6 @@
 <h3>.[page:Vector3 todo]</h3>
 
 
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
 <h2>Source</h2>
 
 [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 2 - 2
src/lights/SpotLight.js

@@ -2,7 +2,7 @@
  * @author alteredq / http://alteredqualia.com/
  */
 
-THREE.SpotLight = function ( hex, intensity, distance, castShadow ) {
+THREE.SpotLight = function ( hex, intensity, distance ) {
 
 	THREE.Light.call( this, hex );
 
@@ -12,7 +12,7 @@ THREE.SpotLight = function ( hex, intensity, distance, castShadow ) {
 	this.intensity = ( intensity !== undefined ) ? intensity : 1;
 	this.distance = ( distance !== undefined ) ? distance : 0;
 
-	this.castShadow = ( castShadow !== undefined ) ? castShadow : false;
+	this.castShadow = false;
 	this.onlyShadow = false;
 
 	//