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<h1>[name]</h1>
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<div class="desc">A point light that can cast shadow in one direction.</div>
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<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
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@@ -24,7 +24,7 @@
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<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
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<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
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<div>[example:webgl_shading_physical shading / physical ]</div>
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<code>
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// white spotlight shining from the side, casting shadow
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@@ -73,50 +73,44 @@
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Default position — *(0,0,0)*.<br />
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*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
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</div>
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<h3>[property: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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<h3>[property: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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<h3>[property:Float angle]</h3>
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<div>
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Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
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Default — *Math.PI/3*.
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</div>
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<h3>[property:Float exponent]</h3>
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<div>
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Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
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focuses it towards the center.<br />
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Default — *10.0*.
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</div>
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<h3>[property:Float decay]</h3>
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<div>
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The amount the light dims along the distance of the light<br />
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Default — *1*.
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</div>
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<h3>[property: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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- <h3>[property: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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<h3>[property: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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@@ -134,13 +128,13 @@
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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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<h3>[property: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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<h3>[property:Float shadowBias]</h3>
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<div>
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Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
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@@ -158,34 +152,34 @@
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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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<h3>[property:Vector2 shadowMapSize]</h3>
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<div>
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The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
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- </div>
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+ </div>
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<h3>[property:PerspectiveCamera shadowCamera]</h3>
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<div>
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The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
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- </div>
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+ </div>
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<h3>[property:Matrix4 shadowMatrix]</h3>
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<div>
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Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
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- </div>
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+ </div>
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<h3>[property:WebGLRenderTarget shadowMap]</h3>
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<div>
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The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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- </div>
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+ </div>
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- <h2>Methods</h2>
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+ <h2>Methods</h2>
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<h3>[method:SpotLight clone]()</h3>
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<div>
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<br />
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It returns a clone of SpotLight.
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</div>
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<h3>[method:JSON toJSON]()</h3>
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<div>
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Return SpotLight data in JSON format.
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