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- [page:Object3D] → [page:Light] →
- <h1>[name]</h1>
- <p class="desc">
- A light that gets emitted from a single point in all directions. A common use case for this
- is to replicate the light emitted from a bare lightbulb.<br /><br />
- This light can cast shadows - see [page:PointLightShadow] page for details.
- </p>
- <h2>Code Example</h2>
- <code>
- const light = new THREE.PointLight( 0xff0000, 1, 100 );
- light.position.set( 50, 50, 50 );
- scene.add( light );
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl_lights_pointlights lights / pointlights ]<br />
- [example:webgl_effects_anaglyph effects / anaglyph ]<br />
- [example:webgl_geometry_text geometry / text ]<br />
- [example:webgl_lensflares lensflares ]
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
- <p>
- [page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
- [page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
- [page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
- [page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
- For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <p>
- See the base [page:Light Light] class for common properties.
- </p>
- <h3>[property:Float decay]</h3>
- <p>
- The amount the light dims along the distance of the light<br />
- In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.<br/>
- Default is *1*.
- </p>
- <h3>[property:Float distance]</h3>
- <p>
- <em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
- non-zero, light will attenuate linearly from maximum intensity at the light's position down to
- zero at this distance from the light.
- </p>
- <p>
- <em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
- is zero, light will attenuate according to inverse-square law to infinite distance. When
- distance is non-zero, light will attenuate according to inverse-square law until near the
- distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
- are not physically correct.
- </p>
- <p>
- Default is *0.0*.
- </p>
- <h3>[property:Float power]</h3>
- <p>
- The light's power.<br />
- In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
- power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
- This is directly related to the [page:.intensity intensity] in the ratio
- <code>
- power = intensity * 4π
- </code>
- and changing this will also change the intensity.
- </p>
- <h3>[property:PointLightShadow shadow]</h3>
- <p>
- A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
- The lightShadow's [page:LightShadow.camera camera]
- is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
- [page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
- clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500.
- </p>
- <h2>Methods</h2>
- <p>
- See the base [page:Light Light] class for common methods.
- </p>
- <h3>[method:PointLight copy]( [param:PointLight source] )</h3>
- <p>
- Copies value of all the properties from the [page:PointLight source] to this
- PointLight.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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