PointLight.html 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:Object3D] &rarr; [page:Light] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. A light that gets emitted from a single point in all directions. A common use case for this
  14. is to replicate the light emitted from a bare lightbulb.<br /><br />
  15. This light can cast shadows - see [page:PointLightShadow] page for details.
  16. </p>
  17. <h2>Code Example</h2>
  18. <code>
  19. const light = new THREE.PointLight( 0xff0000, 1, 100 );
  20. light.position.set( 50, 50, 50 );
  21. scene.add( light );
  22. </code>
  23. <h2>Examples</h2>
  24. <p>
  25. [example:webgl_lights_pointlights lights / pointlights ]<br />
  26. [example:webgl_effects_anaglyph effects / anaglyph ]<br />
  27. [example:webgl_geometry_text geometry / text ]<br />
  28. [example:webgl_lensflares lensflares ]
  29. </p>
  30. <h2>Constructor</h2>
  31. <h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
  32. <p>
  33. [page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
  34. [page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
  35. [page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
  36. [page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
  37. For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
  38. Creates a new [name].
  39. </p>
  40. <h2>Properties</h2>
  41. <p>
  42. See the base [page:Light Light] class for common properties.
  43. </p>
  44. <h3>[property:Float decay]</h3>
  45. <p>
  46. The amount the light dims along the distance of the light<br />
  47. In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.<br/>
  48. Default is *1*.
  49. </p>
  50. <h3>[property:Float distance]</h3>
  51. <p>
  52. <em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
  53. non-zero, light will attenuate linearly from maximum intensity at the light's position down to
  54. zero at this distance from the light.
  55. </p>
  56. <p>
  57. <em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
  58. is zero, light will attenuate according to inverse-square law to infinite distance. When
  59. distance is non-zero, light will attenuate according to inverse-square law until near the
  60. distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
  61. are not physically correct.
  62. </p>
  63. <p>
  64. Default is *0.0*.
  65. </p>
  66. <h3>[property:Float power]</h3>
  67. <p>
  68. The light's power.<br />
  69. In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
  70. power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
  71. This is directly related to the [page:.intensity intensity] in the ratio
  72. <code>
  73. power = intensity * 4&pi;
  74. </code>
  75. and changing this will also change the intensity.
  76. </p>
  77. <h3>[property:PointLightShadow shadow]</h3>
  78. <p>
  79. A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
  80. The lightShadow's [page:LightShadow.camera camera]
  81. is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
  82. [page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
  83. clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500.
  84. </p>
  85. <h2>Methods</h2>
  86. <p>
  87. See the base [page:Light Light] class for common methods.
  88. </p>
  89. <h3>[method:PointLight dispose]()</h3>
  90. <p>
  91. Override of base class's [page:Light.dispose dispose].
  92. Disposes of this light's [page:PointLightShadow shadow].
  93. </p>
  94. <h3>[method:PointLight copy]( [param:PointLight source] )</h3>
  95. <p>
  96. Copies value of all the properties from the [page:PointLight source] to this
  97. PointLight.
  98. </p>
  99. <h2>Source</h2>
  100. <p>
  101. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  102. </p>
  103. </body>
  104. </html>