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[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<p class="desc">
A light that gets emitted from a single point in all directions. A common
use case for this is to replicate the light emitted from a bare
lightbulb.<br /><br />
This light can cast shadows - see [page:PointLightShadow] page for
details.
</p>
<h2>Code Example</h2>
<code>
const light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
<h2>Examples</h2>
<p>
[example:webgpu_lights_pointlights lights / pointlights ]<br />
[example:webgl_effects_anaglyph effects / anaglyph ]<br />
[example:webgl_geometry_text geometry / text ]<br />
[example:webgl_lensflares lensflares ]
</p>
<h2>Constructor</h2>
<h3>
[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [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:Number distance] - Maximum range of the light. Default is `0` (no
limit).<br />
[page:Float decay] - The amount the light dims along the distance of the
light. Default is `2`.<br /><br />
Creates a new [name].
</p>
<h2>Properties</h2>
<p>See the base [page:Light Light] class for common properties.</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:PointLightShadow] 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: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:PointLightShadow shadow]</h3>
<p>
A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
The lightShadow's [page:LightShadow.camera camera] is set to a
[page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of `90`,
[page:PerspectiveCamera.aspect aspect] of `1`, [page:PerspectiveCamera.near near]
clipping plane at `0.5` and [page:PerspectiveCamera.far far] clipping
plane at `500`.
</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:PointLight source] )</h3>
<p>
Copies value of all the properties from the [page:PointLight source] to
this PointLight.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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