[page:Object3D] → [page:Light] →
[name]
This light gets emitted uniformly across the face a rectangular plane. This can be
used to simulate things like bright windows or strip lighting.
NOTE: this class is currently under active development and is probably not
production ready yet (as of r83). Check back in a month or two! And feel free to try it out in the meantime.
Examples
[example:webgl_lights_rectarealight WebGL / rectarealight ]
var width = 2;
var height = 10;
var rectLight = new THREE.RectAreaLight( 0xffffff, undefined, width, height );
rectLight.intensity = 70.0;
rectLight.position.set( 5, 5, 0 );
scene.add( rectLight )
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
scene.add( rectLightHelper );
Constructor
[name]( [page:Integer color], [page:Float intensity], [page:Float width], [page:Float height] )
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.
[page:Float width] - (optional) width of the light. Default is 10.
[page:Float height] - (optional) height of the light. Default is 10.
Creates a new [name].
Properties
See the base [page:Light Light] class for common properties.
[property:Boolean castShadow]
Note: this is not yet implemented for this light type! (r83)
[property:Float decay]
The amount the light dims along the distance of the light.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
physically realistic light falloff. The default is *1*.
Note: this is not yet implemented for this light type! (r83)
[property:Float distance]
If non-zero, light will attenuate linearly from maximum intensity at the light's
position down to zero at this distance from the light. Default is *0.0*.
Note: this is not yet implemented for this light type! (r83)
[property:Boolean isRectAreaLight]
Used to check whether this or derived classes are RectAreaLights. Default is *true*.
You should not change this, as it used internally for optimisation.
[property:Vector3 position]
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
[property:Object3D target]
The RectAreaLight points from its [page:.position position] to target.position. The default
position of the target is *(0, 0, 0)*.
*Note*: For the the target's position to be changed to anything other than the default,
it must be added to the [page:Scene scene] using
scene.add( light.target );
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
updated each frame.
It is also possible to set the target to be another object in the scene (anything with a
[page:Object3D.position position] property), like so:
var targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
The RectAreaLight will now track the target object.
Methods
See the base [page:Light Light] class for common methods.
[method:RectAreaLight copy]( [page:RectAreaLight source] )
Copies value of all the properties from the [page:RectAreaLight source] to this
RectAreaLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]