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Merged content from Spotlight.rst file, deleted it too + filled some gaps.

sole 13 年之前
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共有 2 个文件被更改,包括 114 次插入154 次删除
  1. 114 14
      docs/api/lights/SpotLight.html
  2. 0 140
      docs/api/lights/SpotLight.rst

+ 114 - 14
docs/api/lights/SpotLight.html

@@ -11,37 +11,137 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A point light that can cast shadow in one direction.</div>
+		
+		<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
 
 
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<code>// white spotlight shining from the side, casting shadow
 		<code>// white spotlight shining from the side, casting shadow
 
 
-		var spotLight = new THREE.SpotLight( 0xffffff );
-		spotLight.position.set( 100, 1000, 100 );
+var spotLight = new THREE.SpotLight( 0xffffff );
+spotLight.position.set( 100, 1000, 100 );
 
 
-		spotLight.castShadow = true;
+spotLight.castShadow = true;
 
 
-		spotLight.shadowMapWidth = 1024;
-		spotLight.shadowMapHeight = 1024;
+spotLight.shadowMapWidth = 1024;
+spotLight.shadowMapHeight = 1024;
 
 
-		spotLight.shadowCameraNear = 500;
-		spotLight.shadowCameraFar = 4000;
-		spotLight.shadowCameraFov = 30;
+spotLight.shadowCameraNear = 500;
+spotLight.shadowCameraFar = 4000;
+spotLight.shadowCameraFov = 30;
 
 
-		scene.add( spotLight );</code>
+scene.add( spotLight );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
-
+		<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
-
+		<h3>.[page:Vector3 position]</h3>
+		<div>
+			Light's position.<br />
+			Default — *new THREE.Vector3()*.
+		</div>
+
+		<h3>.[page:Float intensity]</h3>
+		<div>
+			Light's intensity.<br />
+			Default — *1.0*.
+		</div>
+
+		<h3>.[page: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*.
+		</div>
+
+		<h3>.[page:Boolean castShadow]</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*.
+		</div>
+		
+		<h3>.[page:Boolean onlyShadow]</h3>
+		<div>
+			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
+			Default — *false*.
+		</div>
+		
+		<h3>.[page:Float shadowCameraNear]</h3>
+		<div>
+			Perspective shadow camera frustum <em>near</em> parameter.<br />
+			Default — *50*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFar]</h3>
+		<div>
+			Perspective shadow camera frustum <em>far</em> parameter.<br />
+			Default — *5000*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFov]</h3>
+		<div>
+			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
+			Default — *50*.
+		</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: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>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 0 - 140
docs/api/lights/SpotLight.rst

@@ -1,140 +0,0 @@
-SpotLight - A spotlight
------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: SpotLight( hex, intensity, distance, castShadow )
-
-    A point light that can cast shadow in one direction
-
-    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
-    :param bool castShadow: shadow casting
-
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: SpotLight.color
-
-    Light :class:`Color`
-
-.. attribute:: SpotLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: SpotLight.position
-
-    Position of the light
-
-.. attribute:: SpotLight.distance
-
-    If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
-
-
-
-.. ...............................................................................
-.. rubric:: Shadow attributes
-.. ...............................................................................
-
-.. attribute:: SpotLight.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:: SpotLight.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:: SpotLight.target
-
-    :class:`Object3D` target used for shadow camera orientation
-
-.. attribute:: SpotLight.shadowCameraNear
-
-    Perspective shadow camera frustum ``near``
-
-    ``default 50``
-
-.. attribute:: SpotLight.shadowCameraFar
-
-    Perspective shadow camera frustum ``far``
-
-    ``default 5000``
-
-.. attribute:: SpotLight.shadowCameraFov
-
-    Perspective shadow camera frustum ``field-of-view``
-
-    ``default 50``
-
-.. attribute:: SpotLight.shadowCameraVisible
-
-    Show debug shadow camera frustum
-
-    ``default false``
-
-.. attribute:: SpotLight.shadowBias
-
-    Shadow map bias
-
-    ``default 0``
-
-.. attribute:: SpotLight.shadowDarkness
-
-    Darkness of shadow casted by this light (``float`` from 0 to 1)
-
-    ``default 0.5``
-
-.. attribute:: SpotLight.shadowMapWidth
-
-    Shadow map texture width in pixels
-
-    ``default 512``
-
-.. attribute:: SpotLight.shadowMapHeight
-
-    Shadow map texture height in pixels
-
-    ``default 512``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // 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 );