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- [page:Object3D] → [page:Light] →
- <h1>[name]</h1>
- <div class="desc">
- This light gets emitted uniformly across the face a rectangular plane. This can be
- used to simulate things like bright windows or strip lighting.<br /><br />
- This light can cast shadows - see the [page:RectAreaLightShadow] page for details.<br /><br />
- <em>NOTE:</em> this class is currently under active development and is probably not
- production ready yet (as of r83). Check back in a month or two! And feel free to try it out in the meantime.
- </div>
- <h2>Examples</h2>
- <div>
- [example:webgl_lights_arealight WebGL / arealight ]<br />
- [example:webgl_lights_rectarealight WebGL / rectarealight ]
- <code>
- var width = 2;
- var height = 10;
- var rectLight = new THREE.RectAreaLight( 0xffffff, undefined, width, height );
- rectLight.matrixAutoUpdate = true;
- rectLight.intensity = 70.0;
- rectLight.position.set( 5, 5, 0 );
- rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
- rectLight.add( rectLightHelper );
- scene.add(rectLight)
- </code>
- </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] - (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:Float width] - (optional) width of the light. Default is 10.<br />
- [page:Float height] - (optional) height of the light. Default is 10.
- Creates a new [name].
- </div>
- <h2>Properties</h2>
- <div>
- See the base [page:Light Light] class for common properties.
- </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. See the [page:RectAreaLightShadow] for details.
- The default is *false*.<br /><br />
- <em>Note:</em> this is not yet implemented for this light type! (r83)
- </div>
- <h3>[property:Float decay]</h3>
- <div>
- 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. The default is *1*.<br /><br />
- <em>Note:</em> this is not yet implemented for this light type! (r83)
- </div>
- <h3>[property:Float distance]</h3>
- <div>
- If non-zero, light will attenuate linearly from maximum intensity at the light's
- position down to zero at this distance from the light. Default is *0.0*.<br /><br />
- <em>Note:</em> this is not yet implemented for this light type! (r83)
- </div>
- <h3>[property:Boolean isRectAreaLight]</h3>
- <div>
- Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
- You should not change this, as it used internally for optimisation.
- </div>
- <h3>[property:Vector3 position]</h3>
- <div>
- This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
- </div>
- <h3>[property:RectAreaLightShadow shadow]</h3>
- <div>
- A [page:RectAreaLightShadow] used to calculate shadows for this light.<br /><br />
- <em>Note:</em> this is not yet implemented for this light type! (r83)
- </div>
- <h3>[property:Object3D target]</h3>
- <div>
- The RectAreaLight points from its [page:.position position] to target.position. The default
- position of the target is *(0, 0, 0)*.<br />
- *Note*: For the the target's position to be changed to anything other than the default,
- it must be added to the [page:Scene scene] using
- <code>
- scene.add( light.target );
- </code>
- This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
- updated each frame.<br /><br />
- It is also possible to set the target to be another object in the scene (anything with a
- [page:Object3D.position position] property), like so:
- <code>
- var targetObject = new THREE.Object3D();
- scene.add(targetObject);
- light.target = targetObject;
- </code>
- The RectAreaLight will now track the target object.
- </div>
- <h2>Methods</h2>
- <div>
- See the base [page:Light Light] class for common methods.
- </div>
- <h3>[method:RectAreaLight copy]( [page:RectAreaLight source] )</h3>
- <div>
- Copies value of all the properties from the [page:RectAreaLight source] to this
- RectAreaLight.
- </div>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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