SpotLight.html 5.7 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. <code>
  16. // white spotlight shining from the side, casting shadow
  17. var spotLight = new THREE.SpotLight( 0xffffff );
  18. spotLight.position.set( 100, 1000, 100 );
  19. spotLight.castShadow = true;
  20. spotLight.shadowMapWidth = 1024;
  21. spotLight.shadowMapHeight = 1024;
  22. spotLight.shadowCameraNear = 500;
  23. spotLight.shadowCameraFar = 4000;
  24. spotLight.shadowCameraFov = 30;
  25. scene.add( spotLight );
  26. </code>
  27. <div>
  28. [example:webgl_materials_bumpmap materials / bumpmap]<br/>
  29. [example:webgl_shading_physical shading / physical]<br/>
  30. [example:webgl_shadowmap shadowmap]<br/>
  31. [example:webgl_shadowmap_viewer shadowmap / performance]<br/>
  32. [example:webgl_shadowmap_viewer shadowmap / viewer]
  33. </div>
  34. <h2>Constructor</h2>
  35. <h3>[name]([page:Integer hex], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float exponent], [page:Float decay])</h3>
  36. <div>
  37. [page:Integer hex] — Numeric value of the RGB component of the color. <br />
  38. [page:Float intensity] — Numeric value of the light's strength/intensity. <br />
  39. [page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
  40. [page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
  41. [page:Float exponent] -- Rapidity of the falloff of light from its target direction.<br />
  42. [page:Float decay] -- The amount the light dims along the distance of the light.
  43. </div>
  44. <h2>Properties</h2>
  45. <h3>[property:Object3D target]</h3>
  46. <div>
  47. Spotlight focus points at target.position.<br />
  48. Default position — *(0,0,0)*.
  49. </div>
  50. <h3>[property:Float intensity]</h3>
  51. <div>
  52. Light's intensity.<br />
  53. Default — *1.0*.
  54. </div>
  55. <h3>[property:Float distance]</h3>
  56. <div>
  57. If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
  58. Default — *0.0*.
  59. </div>
  60. <h3>[property:Float angle]</h3>
  61. <div>
  62. Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
  63. Default — *Math.PI/3*.
  64. </div>
  65. <h3>[property:Float exponent]</h3>
  66. <div>
  67. Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
  68. focuses it towards the center.<br />
  69. Default — *10.0*.
  70. </div>
  71. <h3>[property:Float decay]</h3>
  72. <div>
  73. The amount the light dims along the distance of the light<br />
  74. Default — *1*.
  75. </div>
  76. <h3>[property:Boolean castShadow]</h3>
  77. <div>
  78. If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
  79. Default — *false*.
  80. </div>
  81. <h3>[property:Boolean onlyShadow]</h3>
  82. <div>
  83. If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
  84. Default — *false*.
  85. </div>
  86. <h3>[property:Float shadowCameraNear]</h3>
  87. <div>
  88. Perspective shadow camera frustum <em>near</em> parameter.<br />
  89. Default — *50*.
  90. </div>
  91. <h3>[property:Float shadowCameraFar]</h3>
  92. <div>
  93. Perspective shadow camera frustum <em>far</em> parameter.<br />
  94. Default — *5000*.
  95. </div>
  96. <h3>[property:Float shadowCameraFov]</h3>
  97. <div>
  98. Perspective shadow camera frustum <em>field of view</em> parameter.<br />
  99. Default — *50*.
  100. </div>
  101. <h3>[property:Boolean shadowCameraVisible]</h3>
  102. <div>
  103. Show debug shadow camera frustum.<br />
  104. Default — *false*.
  105. </div>
  106. <h3>[property:Float shadowBias]</h3>
  107. <div>
  108. Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
  109. Default — *0*.
  110. </div>
  111. <h3>[property:Float shadowDarkness]</h3>
  112. <div>
  113. Darkness of shadow casted by this light (from *0* to *1*).<br />
  114. Default — *0.5*.
  115. </div>
  116. <h3>[property:Integer shadowMapWidth]</h3>
  117. <div>
  118. Shadow map texture width in pixels.<br />
  119. Default — *512*.
  120. </div>
  121. <h3>[property:Integer shadowMapHeight]</h3>
  122. <div>
  123. Shadow map texture height in pixels.<br />
  124. Default — *512*.
  125. </div>
  126. <h3>[property:Vector2 shadowMapSize]</h3>
  127. <div>
  128. The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
  129. </div>
  130. <h3>[property:PerspectiveCamera shadowCamera]</h3>
  131. <div>
  132. The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
  133. </div>
  134. <h3>[property:Matrix4 shadowMatrix]</h3>
  135. <div>
  136. Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
  137. </div>
  138. <h3>[property:WebGLRenderTarget shadowMap]</h3>
  139. <div>
  140. The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
  141. </div>
  142. <h2>Methods</h2>
  143. <h2>Source</h2>
  144. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  145. </body>
  146. </html>