DirectionalLight.html 3.4 KB

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  1. [page:Object3D] → [page:Light] →
  2. <h1>[name]</h1>
  3. <div class="desc">
  4. Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
  5. </div>
  6. <h2>Example</h2>
  7. <code>// White directional light at half intensity shining from the top.
  8. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  9. directionalLight.position.set( 0, 1, 0 );
  10. scene.add( directionalLight );</code>
  11. <h2>Constructor</h2>
  12. <h3>[name]( [page:Float hex], [page:Float intensity], [page:Float distance] )</h3>
  13. <h2>Properties</h2>
  14. <h3>.[page:Vector3 position]</h3>
  15. <div>
  16. Direction of the light is normalized vector from *position* to *(0,0,0)*.<br />
  17. Default — *new THREE.Vector3()*.
  18. </div>
  19. <h3>.[page:Object3D target]</h3>
  20. <div>
  21. Target used for shadow camera orientation.
  22. </div>
  23. <h3>.[page:Float intensity]</h3>
  24. <div>
  25. Light's intensity.<br />
  26. Default — *1.0*.
  27. </div>
  28. <h3>.[page:Float distance]</h3>
  29. <div>
  30. If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
  31. Default — *0.0*.
  32. </div>
  33. <h3>.[page:Boolean castShadow]</h3>
  34. <div>
  35. If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
  36. Default — *false*.
  37. </div>
  38. <h3>.[page:Boolean onlyShadow]</h3>
  39. <div>
  40. If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
  41. Default — *false*.
  42. </div>
  43. <h3>.[page:Float shadowCameraNear]</h3>
  44. <div>
  45. Orthographic shadow camera frustum parameter.<br />
  46. Default — *50*.
  47. </div>
  48. <h3>.[page:Float shadowCameraFar]</h3>
  49. <div>
  50. Orthographic shadow camera frustum parameter.<br />
  51. Default — *5000*.
  52. </div>
  53. <h3>.[page:Float shadowCameraLeft]</h3>
  54. <div>
  55. Orthographic shadow camera frustum parameter.<br />
  56. Default — *-500*.
  57. </div>
  58. <h3>.[page:Float shadowCameraRight]</h3>
  59. <div>
  60. Orthographic shadow camera frustum parameter.<br />
  61. Default — *500*.
  62. </div>
  63. <h3>.[page:Float shadowCameraTop]</h3>
  64. <div>
  65. Orthographic shadow camera frustum parameter.<br />
  66. Default — *500*.
  67. </div>
  68. <h3>.[page:Float shadowCameraBottom]</h3>
  69. <div>
  70. Orthographic shadow camera frustum parameter.<br />
  71. Default — *-500*.
  72. </div>
  73. <h3>.[page:Boolean shadowCameraVisible]</h3>
  74. <div>
  75. Show debug shadow camera frustum.<br />
  76. Default — *false*.
  77. </div>
  78. <h3>.[page:Float shadowBias]</h3>
  79. <div>
  80. Shadow map bias.<br />
  81. Default — *0*.
  82. </div>
  83. <h3>.[page:Float shadowDarkness]</h3>
  84. <div>
  85. Darkness of shadow casted by this light (from *0* to *1*).<br />
  86. Default — *0.5*.
  87. </div>
  88. <h3>.[page:Integer shadowMapWidth]</h3>
  89. <div>
  90. Shadow map texture width in pixels.<br />
  91. Default — *512*.
  92. </div>
  93. <h3>.[page:Integer shadowMapHeight]</h3>
  94. <div>
  95. Shadow map texture height in pixels.<br />
  96. Default — *512*.
  97. </div>
  98. <h3>.[page:Boolean shadowCascade]</h3>
  99. <h3>.[page:Vector3 shadowCascadeOffset]</h3>
  100. <h3>.[page:Integer shadowCascadeCount]</h3>
  101. <h3>.[page:Array shadowCascadeBias]</h3>
  102. <h3>.[page:Array shadowCascadeWidth]</h3>
  103. <h3>.[page:Array shadowCascadeHeight]</h3>
  104. <h3>.[page:Array shadowCascadeNearZ]</h3>
  105. <h3>.[page:Array shadowCascadeFarZ]</h3>
  106. <h3>.[page:Array shadowCascadeArray]</h3>
  107. <h3>.[page:RenderTarget shadowMap]</h3>
  108. <h3>.[page:Integer shadowMapSize]</h3>
  109. <h3>.[page:Camera shadowCamera]</h3>
  110. <h3>.[page:Matrix shadowMatrix]</h3>
  111. <h2>Source</h2>
  112. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]