SpotLight.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <script src="../../list.js"></script>
  6. <script src="../../page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="../../page.css" />
  8. </head>
  9. <body>
  10. [page:Object3D] &rarr; [page:Light] &rarr;
  11. <h1>[name]</h1>
  12. <div class="desc">A point light that can cast shadow in one direction.</div>
  13. <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
  14. <h2>Example</h2>
  15. <div>[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]</div>
  16. <div>[example:webgl_interactive_draggablecubes interactive / draggablecubes ]</div>
  17. <div>[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]</div>
  18. <div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
  19. <div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
  20. <div>[example:webgl_shading_physical shading / physical ]</div>
  21. <code>
  22. // white spotlight shining from the side, casting shadow
  23. var spotLight = new THREE.SpotLight( 0xffffff );
  24. spotLight.position.set( 100, 1000, 100 );
  25. spotLight.castShadow = true;
  26. spotLight.shadowMapWidth = 1024;
  27. spotLight.shadowMapHeight = 1024;
  28. spotLight.shadowCameraNear = 500;
  29. spotLight.shadowCameraFar = 4000;
  30. spotLight.shadowCameraFov = 30;
  31. scene.add( spotLight );
  32. </code>
  33. <div>
  34. [example:webgl_materials_bumpmap materials / bumpmap]<br/>
  35. [example:webgl_shading_physical shading / physical]<br/>
  36. [example:webgl_shadowmap shadowmap]<br/>
  37. [example:webgl_shadowmap_viewer shadowmap / performance]<br/>
  38. [example:webgl_shadowmap_viewer shadowmap / viewer]
  39. </div>
  40. <h2>Constructor</h2>
  41. <h3>[name]([page:Integer hex], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float exponent], [page:Float decay])</h3>
  42. <div>
  43. [page:Integer hex] — Numeric value of the RGB component of the color. <br />
  44. [page:Float intensity] — Numeric value of the light's strength/intensity. <br />
  45. [page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
  46. [page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
  47. [page:Float exponent] -- Rapidity of the falloff of light from its target direction.<br />
  48. [page:Float decay] -- The amount the light dims along the distance of the light.
  49. </div>
  50. <h2>Properties</h2>
  51. <h3>[property:Object3D target]</h3>
  52. <div>
  53. Spotlight focus points at target.position.<br />
  54. Default position — *(0,0,0)*.
  55. </div>
  56. <h3>[property:Float intensity]</h3>
  57. <div>
  58. Light's intensity.<br />
  59. Default — *1.0*.
  60. </div>
  61. <h3>[property:Float distance]</h3>
  62. <div>
  63. If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
  64. Default — *0.0*.
  65. </div>
  66. <h3>[property:Float angle]</h3>
  67. <div>
  68. Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
  69. Default — *Math.PI/3*.
  70. </div>
  71. <h3>[property:Float exponent]</h3>
  72. <div>
  73. Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
  74. focuses it towards the center.<br />
  75. Default — *10.0*.
  76. </div>
  77. <h3>[property:Float decay]</h3>
  78. <div>
  79. The amount the light dims along the distance of the light<br />
  80. Default — *1*.
  81. </div>
  82. <h3>[property:Boolean castShadow]</h3>
  83. <div>
  84. If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
  85. Default — *false*.
  86. </div>
  87. <h3>[property:Boolean onlyShadow]</h3>
  88. <div>
  89. If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
  90. Default — *false*.
  91. </div>
  92. <h3>[property:Float shadowCameraNear]</h3>
  93. <div>
  94. Perspective shadow camera frustum <em>near</em> parameter.<br />
  95. Default — *50*.
  96. </div>
  97. <h3>[property:Float shadowCameraFar]</h3>
  98. <div>
  99. Perspective shadow camera frustum <em>far</em> parameter.<br />
  100. Default — *5000*.
  101. </div>
  102. <h3>[property:Float shadowCameraFov]</h3>
  103. <div>
  104. Perspective shadow camera frustum <em>field of view</em> parameter.<br />
  105. Default — *50*.
  106. </div>
  107. <h3>[property:Boolean shadowCameraVisible]</h3>
  108. <div>
  109. Show debug shadow camera frustum.<br />
  110. Default — *false*.
  111. </div>
  112. <h3>[property:Float shadowBias]</h3>
  113. <div>
  114. Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
  115. Default — *0*.
  116. </div>
  117. <h3>[property:Float shadowDarkness]</h3>
  118. <div>
  119. Darkness of shadow casted by this light (from *0* to *1*).<br />
  120. Default — *0.5*.
  121. </div>
  122. <h3>[property:Integer shadowMapWidth]</h3>
  123. <div>
  124. Shadow map texture width in pixels.<br />
  125. Default — *512*.
  126. </div>
  127. <h3>[property:Integer shadowMapHeight]</h3>
  128. <div>
  129. Shadow map texture height in pixels.<br />
  130. Default — *512*.
  131. </div>
  132. <h3>[property:Vector2 shadowMapSize]</h3>
  133. <div>
  134. The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
  135. </div>
  136. <h3>[property:PerspectiveCamera shadowCamera]</h3>
  137. <div>
  138. The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
  139. </div>
  140. <h3>[property:Matrix4 shadowMatrix]</h3>
  141. <div>
  142. Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
  143. </div>
  144. <h3>[property:WebGLRenderTarget shadowMap]</h3>
  145. <div>
  146. The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
  147. </div>
  148. <h2>Methods</h2>
  149. <h3>[method:SpotLight clone]()</h3>
  150. <div>
  151. <br />
  152. It returns a clone of SpotLight.
  153. </div>
  154. <h3>[method:JSON toJSON]()</h3>
  155. <div>
  156. Return SpotLight data in JSON format.
  157. </div>
  158. <h2>Source</h2>
  159. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  160. </body>
  161. </html>