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<!DOCTYPE html>
<html lang="en">
<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] &rarr; [page:Light] &rarr;
<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, modulated by a texture, casting a shadow
const spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.map = new THREE.TextureLoader().load( url );
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 />
[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. Default is
`2`.<br />
In context of physically-correct rendering the default value should not be
changed.
</p>
<h3>[property:Float distance]</h3>
<p>
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 intensity]</h3>
<p>
The light's luminous intensity measured in candela (cd). Default is `1`.
<br /><br />
Changing the intensity will also change the light's power.
</p>
<h3>[property:Boolean isSpotLight]</h3>
<p>Read-only flag to check if a given object is of type [name].</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.DEFAULT_UP] (0, 1, 0), so that the
light shines from the top down.
</p>
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
Power is the luminous power of the light measured in lumens (lm).
<br /><br />
Changing the power will also change the light's 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>
<h3>[property:Texture map]</h3>
<p>
A [page:Texture] used to modulate the color of the light. The spot light
color is mixed with the RGB value of this texture, with a ratio
corresponding to its alpha value. The cookie-like masking effect is
reproduced using pixel values (0, 0, 0, 1-cookie_value). *Warning*:
[page:.map] is disabled if [page:.castShadow] is *false*.
</p>
<h2>Methods</h2>
<p>See the base [page:Light Light] class for common methods.</p>
<h3>[method:undefined dispose]()</h3>
<p>
Frees the GPU-related resources allocated by this instance. Call this
method whenever this instance is no longer used in your app.
</p>
<h3>[method:this 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>