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Updated SpotLight doc

Lewy Blue 8 rokov pred
rodič
commit
e16dfbbf02

+ 0 - 1
docs/api/lights/PointLight.html

@@ -107,7 +107,6 @@ scene.add( light );
 
 		<h3>[method:PointLight copy]( [page:PointLight source] )</h3>
 		<div>
-		<br />
 		Copies value of all the properties from the [page:PointLight source] to this
 		PointLight.
 		</div>

+ 95 - 52
docs/api/lights/SpotLight.html

@@ -12,28 +12,41 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A point light that can cast a shadow in one direction within a falloff cone.</div>
+		<div class="desc">
+			This light gets emitted from a single point in one direction, along a cone that increases in size
+			the further from the light it gets. This light can cast shadows - see the [page:SpotLightShadow].
+		</div>
+
 
-		<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
 
 
 		<h2>Example</h2>
 
 		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
+		<div>
+			[example:webgl_lights_spotlight View in Examples ]
+		</div>
+
 		<h2>Other Examples</h2>
 
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
-		<div>[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]</div>
-		<div>[example:webgl_interactive_draggablecubes interactive / draggablecubes ]</div>
-		<div>[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]</div>
-		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
-		<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
-		<div>[example:webgl_shading_physical shading / physical ]</div>
+		<div>
+
+			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
+			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
+			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
+			[example:webgl_morphtargets_md2 morphtargets / md2 ]<br />
+			[example:webgl_shading_physical shading / physical ]<br />
+			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
+			[example:webgl_shading_physical shading / physical]<br/>
+			[example:webgl_shadowmap shadowmap]<br/>
+			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
+			[example:webgl_shadowmap_viewer shadowmap / viewer]
+		</div>
 
 		<h2>Code Example</h2>
 		<code>
-		// white spotlight shining from the side, casting shadow
+		// white spotlight shining from the side, casting a shadow
 
 		var spotLight = new THREE.SpotLight( 0xffffff );
 		spotLight.position.set( 100, 1000, 100 );
@@ -50,91 +63,121 @@
 		scene.add( spotLight );
 		</code>
 
-		<h2>Extra Examples</h2>
-		<div>
-		[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-		[example:webgl_shading_physical shading / physical]<br/>
-		[example:webgl_shadowmap shadowmap]<br/>
-		[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-		[example:webgl_shadowmap_viewer shadowmap / viewer]
-		</div>
-
-
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [page:Integer color], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float penumbra], [page:Float decay] )</h3>
 		<div>
-		[page:Integer color] — Numeric value of the RGB component of the color. <br />
-		[page:Float intensity] — Numeric value of the light's strength/intensity. <br />
-		[page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
-		[page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
-		[page:Float penumbra] -- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.<br />
-		[page:Float decay] -- The amount the light dims along the distance of the light.
+			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
+			[page:Float distance] - Maximum distance from origin where light will shine whose intensity
+			is attenuated linearly based on distance from origin. <br />
+			[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
+			bound is Math.PI/2.<br />
+			[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
+			Takes values between zero and 1. Default is zero.<br />
+			[page:Float decay] - The amount the light dims along the distance of the light.<br /><br />
+
+			Creates a new [name].
 		</div>
 
 		<h2>Properties</h2>
 
 		See the base [page:Light Light] class for common properties.
 
-		<h3>[property:Object3D target]</h3>
+		<h3>[property:Float angle]</h3>
 		<div>
-			Spotlight focus points at target.position.<br />
-			Default position — *(0,0,0)*.<br />
-			*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>
+			Maximum extent of the spotlight, in radians, from its direction. Should be no more than
+			*Math.PI/2*. The default is *Math.PI/3*.
 		</div>
 
-		<h3>[property:Float power]</h3>
+
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
-			Light's power.<br />
-			In "physically correct" mode, the luminous power of the light measured in lumens.<br/>
-			Default - *4PI*.
+			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
+			requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
+			The default is *false*.
+		</div>
+
+		<h3>[property:Float decay]</h3>
+		<div>
+			The amount the light dims along the distance of the light.<br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
+			physically realistic light falloff. The default is *1*.
 		</div>
 
 		<h3>[property:Float distance]</h3>
 		<div>
-			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
-			Default — *0.0*.
+			If non-zero, light will attenuate linearly from maximum intensity at the light's
+			position down to zero at this distance from the light. Default is *0.0*.
 		</div>
 
-		<h3>[property:Float angle]</h3>
+		<h3>[property:Boolean isSpotLight]</h3>
 		<div>
-			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
-			Default — *Math.PI/3*.
+			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
 		</div>
 
 		<h3>[property:Float penumbra]</h3>
 		<div>
-			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1.<br />
-			Default — *0.0*.
+			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
+			zero and 1. The default is *0.0*.
 		</div>
 
-		<h3>[property:Float decay]</h3>
+		<h3>[property:Float power]</h3>
 		<div>
-			The amount the light dims along the distance of the light<br />
-			In "physically correct" mode, decay = 2 leads to physically realistic light falloff.<br/>
-			Default — *1*.
+			The light's power.<br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
+			power of the light measured in lumens. Default - *4PI*. <br /><br />
+
+			This is directly related to the [page:.intensity intensity] in the ratio
+			<code>
+				power = intensity * &Pi;
+			</code>
+			and changing this will also change the intensity.
 		</div>
 
 		<h3>[property:SpotLightShadow shadow]</h3>
 		<div>
-			This property stores all relevant information for rendering the shadow of the light.<br />
+			A [page:LightShadow] used to calculate shadows for this light.
 		</div>
 
-		<h3>[property:Boolean castShadow]</h3>
+
+		<h3>[property:Object3D target]</h3>
 		<div>
-			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
-			Default — *false*.
+			The Spotlight points from its [page:.position position] to target.position. The default
+			position of the target is *(0, 0, 0)*.<br />
+
+			*Note*: For the the target's position to be changed to anything other than the default,
+			it must be added to the [page:Scene scene] using
+			<code>
+				scene.add( light.target );
+			</code>
+
+			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
+			updated each frame.<br /><br />
+
+			It is also possible to set the target to be another object in the scene (anything with a
+			[page:Object3D.position position] property), like so:
+			<code>
+var targetObject = new THREE.Object3D();
+scene.add(targetObject);
+
+light.target = targetObject;
+			</code>
+			The spotlight will now track the target object.
 		</div>
 
+
 		<h2>Methods</h2>
 
 		See the base [page:Light Light] class for common methods.
 
 		<h3>[method:SpotLight copy]( [page:SpotLight source] )</h3>
 		<div>
-		<br />
-		Copies value of *source* to this SpotLight object.
+		Copies value of all the properties from the [page:SpotLight source] to this
+		SpotLight.
 		</div>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]