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