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- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Object3D] → [page:Light] →
- <h1>[name]</h1>
- <p class="desc">
- This light gets emitted from a single point in one direction, along a cone that increases in size
- the further from the light it gets. <br /><br />
- This light can cast shadows - see the [page:SpotLightShadow] page for details.
- </p>
- <h2>Code Example</h2>
- <code>
- // white spotlight shining from the side, casting a shadow
- const 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>Examples</h2>
- <p>
- [example:webgl_lights_spotlight lights / spotlight ]<br />
- [example:webgl_lights_spotlights lights / spotlights ]
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )</h3>
- <p>
- [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 distance] - Maximum range of the light. Default is 0 (no limit).<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.<br /><br />
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Light Light] class for common properties.</p>
- <h3>[property:Float angle]</h3>
- <p>
- Maximum extent of the spotlight, in radians, from its direction. Should be no more than
- *Math.PI/2*. The default is *Math.PI/3*.
- </p>
- <h3>[property:Boolean castShadow]</h3>
- <p>
- If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
- requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
- The default is *false*.
- </p>
- <h3>[property:Float decay]</h3>
- <p>
- 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*.
- </p>
- <h3>[property:Float distance]</h3>
- <p>
- <em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
- non-zero, light will attenuate linearly from maximum intensity at the light's position down to
- zero at this distance from the light.
- </p>
- <p>
- <em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
- is zero, light will attenuate according to inverse-square law to infinite distance. When
- distance is non-zero, light will attenuate according to inverse-square law until near the
- distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
- are not physically correct.
- </p>
- <p>
- Default is *0.0*.
- </p>
- <h3>[property:Float penumbra]</h3>
- <p>
- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
- zero and 1. The default is *0.0*.
- </p>
- <h3>[property:Vector3 position]</h3>
- <p>
- This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
- </p>
- <h3>[property:Float power]</h3>
- <p>
- The light's power.<br />
- In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
- power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
- This is directly related to the [page:.intensity intensity] in the ratio
- <code>
- power = intensity * π
- </code>
- and changing this will also change the intensity.
- </p>
- <h3>[property:SpotLightShadow shadow]</h3>
- <p>
- A [page:SpotLightShadow] used to calculate shadows for this light.
- </p>
- <h3>[property:Object3D target]</h3>
- <p>
- The Spotlight points from its [page:.position position] to target.position. The default
- position of the target is *(0, 0, 0)*.<br />
- *Note*: For 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>
- const targetObject = new THREE.Object3D();
- scene.add(targetObject);
- light.target = targetObject;
- </code>
- The spotlight will now track the target object.
- </p>
- <h2>Methods</h2>
- <p>See the base [page:Light Light] class for common methods.</p>
- <h3>[method:SpotLight dispose]()</h3>
- <p>
- Override of base class's [page:Light.dispose dispose].
- Disposes of this light's [page:SpotLightShadow shadow].
- </p>
- <h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
- <p>
- Copies value of all the properties from the [page:SpotLight source] to this
- SpotLight.
- </p>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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