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<h1>[name]</h1>
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<h1>[name]</h1>
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- <div class="desc">A light source positioned directly above the scene.</div>
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+ <div class="desc">
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+ A light source positioned directly above the scene, with color fading from the sky color to the ground color.
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+ This light cannot be used to cast shadows.
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+ </div>
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<h2>Example</h2>
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<h2>Example</h2>
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- <div>[example:webgl_lights_hemisphere lights / hemisphere ]</div>
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- <div>[example:misc_controls_pointerlock controls / pointerlock ]</div>
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- <div>[example:webgl_decals decals ]</div>
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- <div>[example:webgl_loader_collada_kinematics loader / collada / kinematics ]</div>
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- <div>[example:webgl_materials_lightmap materials / lightmap ]</div>
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- <div>[example:webgl_shaders_ocean shaders / ocean ]</div>
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+ <div>
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+ [example:webgl_lights_hemisphere lights / hemisphere ]<br />
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+ [example:misc_controls_pointerlock controls / pointerlock ]<br />
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+ [example:webgl_decals decals ]<br />
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+ [example:webgl_loader_collada_kinematics loader / collada / kinematics ]<br />
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+ [example:webgl_materials_lightmap materials / lightmap ]<br />
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+ [example:webgl_shaders_ocean shaders / ocean ]
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+ </div>
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-<code>var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
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-scene.add( light );</code>
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+<code>
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+var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
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+scene.add( light );
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+</code>
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<h2>Constructor</h2>
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<h2>Constructor</h2>
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-
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-
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<h3>[name]( [page:Integer skyColor], [page:Integer groundColor], [page:Float intensity] )</h3>
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<h3>[name]( [page:Integer skyColor], [page:Integer groundColor], [page:Float intensity] )</h3>
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- <div>
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- [page:Integer skyColor] — Numeric value of the RGB sky color.<br />
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- [page:Integer groundColor] — Numeric value of the RGB ground color.<br />
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- [page:Float intensity] — Numeric value of the light's strength/intensity.
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+ <div>
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+ [page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.<br />
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+ [page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.<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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+
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+ Creates a new [name].
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</div>
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</div>
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<h2>Properties</h2>
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<h2>Properties</h2>
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+ <div>
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+ See the base [page:Light Light] class for common properties.
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+ </div>
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+
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+ <h3>[property:Boolean castShadow]</h3>
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+ <div>
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+ This is set to *undefined* in the constructor as hemisphere lights cannot cast shadows.
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+ </div>
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- See the base [page:Light Light] class for common properties.
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+
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+ <h3>[property:Float color]</h3>
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+ <div>
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+ The light's sky color, as passed in the constructor.
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+ Default is a new [page:Color] set to white (0xffffff).
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+ </div>
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<h3>[property:Float groundColor]</h3>
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<h3>[property:Float groundColor]</h3>
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+ <div>
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+ The light's ground color, as passed in the constructor.
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+ Default is a new [page:Color] set to white (0xffffff).
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+ </div>
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+ <h3>[property:Boolean isHemisphereLight]</h3>
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<div>
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<div>
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- Light's ground color.<br />
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+ Used to check whether this or derived classes are hemisphere 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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</div>
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+ <h3>[property:Vector3 position]</h3>
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+ <div>
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+ This is set equal to [page:Object3D.DefaultUp], so that the light shines from the top down.
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+ </div>
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+
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+
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<h2>Methods</h2>
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<h2>Methods</h2>
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@@ -53,8 +86,8 @@ scene.add( light );</code>
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<h3>[method:HemisphereLight copy]( [page:HemisphereLight source] )</h3>
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<h3>[method:HemisphereLight copy]( [page:HemisphereLight source] )</h3>
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<div>
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<div>
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- <br />
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- Copies value of *source* to this HemisphereLight object.
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+ Copies the value of [page:.color color], [page:.intensity intensity] and
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+ [page:.groundColor groundColor] from the [page:Light source] light into this one.
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</div>
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</div>
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<h2>Source</h2>
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<h2>Source</h2>
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