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- [page:Object3D] → [page:Light] →
- <h1>[name]</h1>
- <div class="desc">A point light that can cast a shadow in one direction within a falloff cone.</div>
- <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
- <h2>Example</h2>
- <iframe src='../examples/webgl_lights_spotlight.html'></iframe>
- <a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
- <h2>Other Examples</h2>
- <div>[example:webgl_lights_spotlights lights / spotlights ]</div>
- <div>[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]</div>
- <div>[example:webgl_interactive_draggablecubes interactive / draggablecubes ]</div>
- <div>[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]</div>
- <div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
- <div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
- <div>[example:webgl_shading_physical shading / physical ]</div>
- <h2>Code Example</h2>
- <code>
- // white spotlight shining from the side, casting shadow
- var spotLight = new THREE.SpotLight( 0xffffff );
- spotLight.position.set( 100, 1000, 100 );
- spotLight.castShadow = true;
- spotLight.shadow.mapSize.width = 1024;
- spotLight.shadow.mapSize.height = 1024;
- spotLight.shadow.camera.near = 500;
- spotLight.shadow.camera.far = 4000;
- spotLight.shadow.camera.fov = 30;
- scene.add( spotLight );
- </code>
- <h2>Extra Examples</h2>
- <div>
- [example:webgl_materials_bumpmap materials / bumpmap]<br/>
- [example:webgl_shading_physical shading / physical]<br/>
- [example:webgl_shadowmap shadowmap]<br/>
- [example:webgl_shadowmap_viewer shadowmap / performance]<br/>
- [example:webgl_shadowmap_viewer shadowmap / viewer]
- </div>
- <h2>Constructor</h2>
- <h3>[name]( [page:Integer color], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float penumbra], [page:Float decay] )</h3>
- <div>
- [page:Integer color] — Numeric value of the RGB component of the color. <br />
- [page:Float intensity] — Numeric value of the light's strength/intensity. <br />
- [page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
- [page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
- [page:Float penumbra] -- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.<br />
- [page:Float decay] -- The amount the light dims along the distance of the light.
- </div>
- <h2>Properties</h2>
- See the base [page:Light Light] class for common properties.
- <h3>[property:Object3D target]</h3>
- <div>
- Spotlight focus points at target.position.<br />
- Default position — *(0,0,0)*.<br />
- *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>
- </div>
- <h3>[property:Float power]</h3>
- <div>
- Light's power.<br />
- In "physically correct" mode, the luminous power of the light measured in lumens.<br/>
- Default - *4PI*.
- </div>
- <h3>[property:Float distance]</h3>
- <div>
- If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
- Default — *0.0*.
- </div>
- <h3>[property:Float angle]</h3>
- <div>
- Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
- Default — *Math.PI/3*.
- </div>
- <h3>[property:Float penumbra]</h3>
- <div>
- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1.<br />
- Default — *0.0*.
- </div>
- <h3>[property:Float decay]</h3>
- <div>
- The amount the light dims along the distance of the light<br />
- In "physically correct" mode, decay = 2 leads to physically realistic light falloff.<br/>
- Default — *1*.
- </div>
- <h3>[property:SpotLightShadow shadow]</h3>
- <div>
- This property stores all relevant information for rendering the shadow of the light.<br />
- </div>
- <h3>[property:Boolean castShadow]</h3>
- <div>
- If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
- Default — *false*.
- </div>
- <h2>Methods</h2>
- See the base [page:Light Light] class for common methods.
- <h3>[method:SpotLight copy]( [page:SpotLight source] )</h3>
- <div>
- <br />
- Copies value of *source* to this SpotLight object.
- </div>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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