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Docs: More lights progress.

Mr.doob 13 年之前
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+ 1 - 1
docs/api/cameras/OrthographicCamera.html

@@ -7,7 +7,7 @@
 
 
 <h2>Example</h2>
 <h2>Example</h2>
 
 
-<code>var camera = new THREE.OrthographicCamera(  window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 1000 );
+<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );
 scene.add( camera );
 </code>
 </code>
 
 

+ 1 - 1
docs/api/cameras/PerspectiveCamera.html

@@ -7,7 +7,7 @@
 
 
 <h2>Example</h2>
 <h2>Example</h2>
 
 
-<code>var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
+<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
 scene.add( camera );
 scene.add( camera );
 </code>
 </code>
 
 

+ 3 - 1
docs/api/core/Rectangle.html

@@ -1,6 +1,8 @@
 <h1>[name]</h1>
 <h1>[name]</h1>
 
 
-<div class="desc">2D rectangle. Used by [page:CanvasRenderer] for 2D clipping.</div>
+<div class="desc">
+	Mainly used internaly by [page:CanvasRenderer] for 2D clipping.
+</div>
 
 
 
 
 <h2>Constructor</h2>
 <h2>Constructor</h2>

+ 9 - 14
docs/api/lights/AmbientLight.html

@@ -1,26 +1,21 @@
-[page:Light] &rarr;
+[page:Object3D] &rarr; [page:Light] &rarr;
 
 
 <h1>[name]</h1>
 <h1>[name]</h1>
 
 
-<div class="desc">todo</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
+<div class="desc">
+	This light's color gets applied to all the object in the scene globally.
+</div>
 
 
 
 
-<h2>Properties</h2>
+<h2>Example</h2>
 
 
-<h3>.[page:Vector3 todo]</h3>
+<code>var light = new THREE.AmbientLight( 0xff0000 );
+scene.add( light );</code>
 
 
 
 
-<h2>Methods</h2>
+<h2>Constructor</h2>
 
 
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
+<h3>[name]( [page:Float hex] )</h3>
 
 
 
 
 <h2>Source</h2>
 <h2>Source</h2>

+ 0 - 37
docs/api/lights/AmbientLight.rst

@@ -1,37 +0,0 @@
-AmbientLight - An ambient light
--------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: AmbientLight( hex )
-
-    An ambient light
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: AmbientLight.color
-
-    Light :class:`Color`
-
-    Material's ambient color gets multiplied by this color.
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var ambientLight = new THREE.AmbientLight( 0x333333 );
-    scene.add( ambientLight );

+ 88 - 7
docs/api/lights/DirectionalLight.html

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

+ 0 - 23
docs/api/lights/Light.rst

@@ -1,23 +0,0 @@
-Light - Abstract base class for lights
---------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Light( hex )
-
-    Abstract base class for lights
-
-    Inherits from :class:`Object3D`
-
-    :param integer hex: light color
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Light.color
-
-    Light :class:`Color`

+ 25 - 8
docs/api/lights/PointLight.html

@@ -1,25 +1,42 @@
-[page:Light] &rarr;
+[page:Object3D] &rarr; [page:Light] &rarr;
 
 
 <h1>[name]</h1>
 <h1>[name]</h1>
 
 
-<div class="desc">todo</div>
+<div class="desc">
+	Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
+</div>
+
+
+<h2>Example</h2>
+
+<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
+light.position.set( 50, 50, 50 );
+scene.add( light );</code>
 
 
 
 
 <h2>Constructor</h2>
 <h2>Constructor</h2>
 
 
-<h3>[name]()</h3>
+<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance] )</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>
 
 
-<h2>Methods</h2>
+<h3>.[page:Float intensity]</h3>
+<div>
+	Light's intensity.<br />
+	Default - *1.0*.
+</div>
 
 
-<h3>.todo( [page:Vector3 todo] )</h3>
+<h3>.[page:Float distance]</h3>
 <div>
 <div>
-todo — todo<br />
+	If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
+	Default — *0.0*.
 </div>
 </div>
 
 
 
 

+ 0 - 56
docs/api/lights/PointLight.rst

@@ -1,56 +0,0 @@
-PointLight - A point light
---------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: PointLight( hex, intensity, distance )
-
-    A point light
-
-    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
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: PointLight.color
-
-    Light :class:`Color`
-
-.. attribute:: PointLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: PointLight.position
-
-    Position of the light
-
-.. attribute:: PointLight.distance
-
-    If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // red point light shining from the front
-
-    var pointLight = new THREE.PointLight( 0xff0000 );
-    pointLight.position.set( 0, 0, 10 );
-    scene.add( pointLight );

+ 1 - 1
docs/api/lights/SpotLight.html

@@ -1,4 +1,4 @@
-[page:Light] &rarr;
+[page:Object3D] &rarr; [page:Light] &rarr;
 
 
 <h1>[name]</h1>
 <h1>[name]</h1>