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@@ -1,27 +1,108 @@
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-[page:Light] →
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+[page:Object3D] → [page:Light] →
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<h1>[name]</h1>
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-<div class="desc">todo</div>
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+<div class="desc">
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+ Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
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+</div>
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+
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+
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+<h2>Example</h2>
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+
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+<code>// White directional light at half intensity shining from the top.
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+
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+var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
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+directionalLight.position.set( 0, 1, 0 );
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+scene.add( directionalLight );</code>
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<h2>Constructor</h2>
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-<h3>[name]()</h3>
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+<h3>[name]( [page:Float hex], [page:Float intensity], [page:Float distance] )</h3>
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<h2>Properties</h2>
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-<h3>.[page:Vector3 todo]</h3>
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+<h3>.[page:Vector3 position]</h3>
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+<div>
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+ Direction of the light is normalized vector from *position* to *(0,0,0)*.<br />
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+ Default — *new THREE.Vector3()*.
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+</div>
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+
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+<h3>.[page:Object3D target]</h3>
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+
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+<h3>.[page: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>.[page: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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-<h2>Methods</h2>
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+<h3>.[page: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>.todo( [page:Vector3 todo] )</h3>
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+<h3>.[page:Boolean onlyShadow]</h3>
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<div>
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-todo — todo<br />
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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>.[page:Float shadowCameraNear]</h3>
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+
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+<h3>.[page:Float shadowCameraFar]</h3>
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+
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+<h3>.[page:Float shadowCameraLeft]</h3>
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+
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+<h3>.[page:Float shadowCameraRight]</h3>
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+
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+<h3>.[page:Float shadowCameraTop]</h3>
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+
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+<h3>.[page:Float shadowCameraBottom]</h3>
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+
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+<h3>.[page:Boolean shadowCameraVisible]</h3>
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+
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+<h3>.[page:Float shadowBias]</h3>
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+
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+<h3>.[page:Float shadowDarkness]</h3>
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+
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+<h3>.[page:Integer shadowMapWidth]</h3>
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+
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+<h3>.[page:Integer shadowMapHeight]</h3>
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+
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+<h3>.[page:Boolean shadowCascade]</h3>
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+
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+<h3>.[page:Vector3 shadowCascadeOffset]</h3>
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+
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+<h3>.[page:Integer shadowCascadeCount]</h3>
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+
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+<h3>.[page:Array shadowCascadeBias]</h3>
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+
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+<h3>.[page:Array shadowCascadeWidth]</h3>
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+
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+<h3>.[page:Array shadowCascadeHeight]</h3>
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+
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+<h3>.[page:Array shadowCascadeNearZ]</h3>
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+
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+<h3>.[page:Array shadowCascadeFarZ]</h3>
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+
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+<h3>.[page:Array shadowCascadeArray]</h3>
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+
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+<h3>.[page:RenderTarget shadowMap]</h3>
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+
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+<h3>.[page:Integer shadowMapSize]</h3>
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+
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+<h3>.[page:Camera shadowCamera]</h3>
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+
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+<h3>.[page:Matrix shadowMatrix]</h3>
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+
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<h2>Source</h2>
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