PointLight.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr; [page:Light] &rarr;
  12. <h1>[name]</h1>
  13. <p class="desc">
  14. A light that gets emitted from a single point in all directions. A common use case for this
  15. is to replicate the light emitted from a bare lightbulb.<br /><br />
  16. This light can cast shadows - see [page:PointLightShadow] page for details.
  17. </p>
  18. <h2>Example</h2>
  19. <p>
  20. [example:webgl_lights_pointlights lights / pointlights ]<br />
  21. [example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
  22. [example:webgl_effects_anaglyph effects / anaglyph ]<br />
  23. [example:webgl_geometry_text geometry / text ]<br />
  24. [example:webgl_lensflares lensflares ]
  25. </p>
  26. <code>
  27. var light = new THREE.PointLight( 0xff0000, 1, 100 );
  28. light.position.set( 50, 50, 50 );
  29. scene.add( light );
  30. </code>
  31. <h2>Constructor</h2>
  32. <h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
  33. <p>
  34. [page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
  35. [page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
  36. [page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
  37. [page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
  38. For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
  39. Creates a new [name].
  40. </p>
  41. <h2>Properties</h2>
  42. <p>
  43. See the base [page:Light Light] class for common properties.
  44. </p>
  45. <h3>[property:Float decay]</h3>
  46. <p>
  47. The amount the light dims along the distance of the light<br />
  48. In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.<br/>
  49. Default is *1*.
  50. </p>
  51. <h3>[property:Float distance]</h3>
  52. <p>
  53. <em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
  54. non-zero, light will attenuate linearly from maximum intensity at the light's position down to
  55. zero at this distance from the light.
  56. </p>
  57. <p>
  58. <em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
  59. is zero, light will attenuate according to inverse-square law to infinite distance. When
  60. distance is non-zero, light will attenuate according to inverse-square law until near the
  61. distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
  62. are not physically correct.
  63. </p>
  64. <p>
  65. Default is *0.0*.
  66. </p>
  67. <h3>[property:Float power]</h3>
  68. <p>
  69. The light's power.<br />
  70. In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
  71. power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
  72. This is directly related to the [page:.intensity intensity] in the ratio
  73. <code>
  74. power = intensity * 4&pi;
  75. </code>
  76. and changing this will also change the intensity.
  77. </p>
  78. <h3>[property:PointLightShadow shadow]</h3>
  79. <p>
  80. A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
  81. The lightShadow's [page:LightShadow.camera camera]
  82. is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
  83. [page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
  84. clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500.
  85. </p>
  86. <h2>Methods</h2>
  87. <p>
  88. See the base [page:Light Light] class for common methods.
  89. </p>
  90. <h3>[method:PointLight copy]( [param:PointLight source] )</h3>
  91. <p>
  92. Copies value of all the properties from the [page:PointLight source] to this
  93. PointLight.
  94. </p>
  95. <h2>Source</h2>
  96. <p>
  97. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  98. </p>
  99. </body>
  100. </html>