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184 lines
6.0 KiB
HTML
184 lines
6.0 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] → [page:Light] →
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<h1>[name]</h1>
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<p class="desc">
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This light gets emitted from a single point in one direction, along a cone
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that increases in size the further from the light it gets. <br /><br />
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This light can cast shadows - see the [page:SpotLightShadow] page for
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details.
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</p>
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<h2>Code Example</h2>
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<code>
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// white spotlight shining from the side, modulated by a texture, casting a shadow
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const spotLight = new THREE.SpotLight( 0xffffff );
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spotLight.position.set( 100, 1000, 100 );
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spotLight.map = new THREE.TextureLoader().load( url );
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spotLight.castShadow = true;
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spotLight.shadow.mapSize.width = 1024;
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spotLight.shadow.mapSize.height = 1024;
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spotLight.shadow.camera.near = 500;
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spotLight.shadow.camera.far = 4000;
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spotLight.shadow.camera.fov = 30;
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scene.add( spotLight );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_lights_spotlight lights / spotlight ]<br />
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[example:webgl_lights_spotlights lights / spotlights ]
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</p>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )
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</h3>
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<p>
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[page:Integer color] - (optional) hexadecimal color of the light. Default
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is 0xffffff (white).<br />
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[page:Float intensity] - (optional) numeric value of the light's
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strength/intensity. Default is `1`.<br />
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[page:Float distance] - Maximum range of the light. Default is `0` (no
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limit).<br />
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[page:Radians angle] - Maximum angle of light dispersion from its
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direction whose upper bound is Math.PI/2.<br />
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[page:Float penumbra] - Percent of the spotlight cone that is attenuated
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due to penumbra. Takes values between zero and `1`. Default is zero.<br />
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[page:Float decay] - The amount the light dims along the distance of the
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light.<br /><br />
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Creates a new [name].
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Light Light] class for common properties.</p>
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<h3>[property:Float angle]</h3>
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<p>
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Maximum extent of the spotlight, in radians, from its direction. Should be
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no more than `Math.PI/2`. The default is `Math.PI/3`.
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</p>
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<h3>[property:Boolean castShadow]</h3>
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<p>
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If set to `true` light will cast dynamic shadows. *Warning*: This is
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expensive and requires tweaking to get shadows looking right. See the
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[page:SpotLightShadow] for details. The default is `false`.
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</p>
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<h3>[property:Float decay]</h3>
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<p>
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The amount the light dims along the distance of the light. Default is
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`2`.<br />
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In context of physically-correct rendering the default value should not be
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changed.
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</p>
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<h3>[property:Float distance]</h3>
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<p>
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When distance is zero, light will attenuate according to inverse-square
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law to infinite distance. When distance is non-zero, light will attenuate
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according to inverse-square law until near the distance cutoff, where it
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will then attenuate quickly and smoothly to `0`. Inherently, cutoffs are
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not physically correct.
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</p>
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<p>Default is `0.0`.</p>
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<h3>[property:Float intensity]</h3>
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<p>
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The light's luminous intensity measured in candela (cd). Default is `1`.
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<br /><br />
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Changing the intensity will also change the light's power.
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</p>
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<h3>[property:Boolean isSpotLight]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h3>[property:Float penumbra]</h3>
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<p>
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Percent of the spotlight cone that is attenuated due to penumbra. Takes
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values between zero and `1`. The default is `0.0`.
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</p>
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<h3>[property:Vector3 position]</h3>
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<p>
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This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the
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light shines from the top down.
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</p>
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<h3>[property:Float power]</h3>
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<p>
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The light's power.<br />
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Power is the luminous power of the light measured in lumens (lm).
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<br /><br />
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Changing the power will also change the light's intensity.
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</p>
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<h3>[property:SpotLightShadow shadow]</h3>
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<p>A [page:SpotLightShadow] used to calculate shadows for this light.</p>
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<h3>[property:Object3D target]</h3>
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<p>
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The Spotlight points from its [page:.position position] to
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target.position. The default position of the target is `(0, 0, 0)`.<br />
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*Note*: For the target's position to be changed to anything other than the
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default, it must be added to the [page:Scene scene] using
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<code> scene.add( light.target ); </code>
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This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets
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automatically updated each frame.<br /><br />
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It is also possible to set the target to be another object in the scene
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(anything with a [page:Object3D.position position] property), like so:
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<code>
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const targetObject = new THREE.Object3D();
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scene.add(targetObject);
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light.target = targetObject;
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</code>
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The spotlight will now track the target object.
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</p>
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<h3>[property:Texture map]</h3>
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<p>
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A [page:Texture] used to modulate the color of the light. The spot light
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color is mixed with the RGB value of this texture, with a ratio
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corresponding to its alpha value. The cookie-like masking effect is
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reproduced using pixel values (0, 0, 0, 1-cookie_value). *Warning*:
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[page:.map] is disabled if [page:.castShadow] is *false*.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Light Light] class for common methods.</p>
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<h3>[method:undefined dispose]()</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this
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method whenever this instance is no longer used in your app.
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</p>
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<h3>[method:this copy]( [param:SpotLight source] )</h3>
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<p>
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Copies value of all the properties from the [page:SpotLight source] to
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this SpotLight.
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</p>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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