SpotLight.html 6.5 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. <div class="desc">A point light that can cast shadow in one direction.</div>
  14. <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
  15. <h2>Example</h2>
  16. <div>[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]</div>
  17. <div>[example:webgl_interactive_draggablecubes interactive / draggablecubes ]</div>
  18. <div>[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]</div>
  19. <div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
  20. <div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
  21. <div>[example:webgl_shading_physical shading / physical ]</div>
  22. <code>
  23. // white spotlight shining from the side, casting shadow
  24. var spotLight = new THREE.SpotLight( 0xffffff );
  25. spotLight.position.set( 100, 1000, 100 );
  26. spotLight.castShadow = true;
  27. spotLight.shadowMapWidth = 1024;
  28. spotLight.shadowMapHeight = 1024;
  29. spotLight.shadowCameraNear = 500;
  30. spotLight.shadowCameraFar = 4000;
  31. spotLight.shadowCameraFov = 30;
  32. scene.add( spotLight );
  33. </code>
  34. <div>
  35. [example:webgl_materials_bumpmap materials / bumpmap]<br/>
  36. [example:webgl_shading_physical shading / physical]<br/>
  37. [example:webgl_shadowmap shadowmap]<br/>
  38. [example:webgl_shadowmap_viewer shadowmap / performance]<br/>
  39. [example:webgl_shadowmap_viewer shadowmap / viewer]
  40. </div>
  41. <h2>Constructor</h2>
  42. <h3>[name]([page:Integer hex], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float penumbra], [page:Float decay])</h3>
  43. <div>
  44. [page:Integer hex] — Numeric value of the RGB component of the color. <br />
  45. [page:Float intensity] — Numeric value of the light's strength/intensity. <br />
  46. [page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
  47. [page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
  48. [page:Float penumbra] -- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.<br />
  49. [page:Float decay] -- The amount the light dims along the distance of the light.
  50. </div>
  51. <h2>Properties</h2>
  52. <h3>[property:Object3D target]</h3>
  53. <div>
  54. Spotlight focus points at target.position.<br />
  55. Default position — *(0,0,0)*.<br />
  56. *Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
  57. </div>
  58. <h3>[property:Float intensity]</h3>
  59. <div>
  60. Light's intensity.<br />
  61. In "physically correct" mode, the product of color * intensity is interpreted as luminous intensity measured in candela.<br/>
  62. Default — *1.0*.
  63. </div>
  64. <h3>[property:Float power]</h3>
  65. <div>
  66. Light's power.<br />
  67. In "physically correct" mode, the luminous power of the light measured in lumens.<br/>
  68. Default - *4PI*.
  69. </div>
  70. <h3>[property:Float distance]</h3>
  71. <div>
  72. If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
  73. Default — *0.0*.
  74. </div>
  75. <h3>[property:Float angle]</h3>
  76. <div>
  77. Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
  78. Default — *Math.PI/3*.
  79. </div>
  80. <h3>[property:Float penumbra]</h3>
  81. <div>
  82. Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1.<br />
  83. Default — *0.0*.
  84. </div>
  85. <h3>[property:Float decay]</h3>
  86. <div>
  87. The amount the light dims along the distance of the light<br />
  88. In "physically correct" mode, decay = 2 leads to physically realistic light falloff.<br/>
  89. Default — *1*.
  90. </div>
  91. <h3>[property:Boolean castShadow]</h3>
  92. <div>
  93. If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
  94. Default — *false*.
  95. </div>
  96. <h3>[property:Float shadowCameraNear]</h3>
  97. <div>
  98. Perspective shadow camera frustum <em>near</em> parameter.<br />
  99. Default — *50*.
  100. </div>
  101. <h3>[property:Float shadowCameraFar]</h3>
  102. <div>
  103. Perspective shadow camera frustum <em>far</em> parameter.<br />
  104. Default — *5000*.
  105. </div>
  106. <h3>[property:Float shadowCameraFov]</h3>
  107. <div>
  108. Perspective shadow camera frustum <em>field of view</em> parameter.<br />
  109. Default — *50*.
  110. </div>
  111. <h3>[property:Boolean shadowCameraVisible]</h3>
  112. <div>
  113. Show debug shadow camera frustum.<br />
  114. Default — *false*.
  115. </div>
  116. <h3>[property:Float shadowBias]</h3>
  117. <div>
  118. Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
  119. Default — *0*.
  120. </div>
  121. <h3>[property:Integer shadowMapWidth]</h3>
  122. <div>
  123. Shadow map texture width in pixels.<br />
  124. Default — *512*.
  125. </div>
  126. <h3>[property:Integer shadowMapHeight]</h3>
  127. <div>
  128. Shadow map texture height in pixels.<br />
  129. Default — *512*.
  130. </div>
  131. <h3>[property:Vector2 shadowMapSize]</h3>
  132. <div>
  133. The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
  134. </div>
  135. <h3>[property:PerspectiveCamera shadowCamera]</h3>
  136. <div>
  137. The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
  138. </div>
  139. <h3>[property:Matrix4 shadowMatrix]</h3>
  140. <div>
  141. Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
  142. </div>
  143. <h3>[property:WebGLRenderTarget shadowMap]</h3>
  144. <div>
  145. The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
  146. </div>
  147. <h2>Methods</h2>
  148. <h3>[method:SpotLight clone]()</h3>
  149. <div>
  150. <br />
  151. It returns a clone of SpotLight.
  152. </div>
  153. <h3>[method:JSON toJSON]()</h3>
  154. <div>
  155. Return SpotLight data in JSON format.
  156. </div>
  157. <h2>Source</h2>
  158. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  159. </body>
  160. </html>