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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Mesh] &rarr;
<h1>镜头光晕([name]</h1>
<p class="desc">
创建一个模拟追踪着灯光的镜头光晕。 [name] can only be used when setting the *alpha* context parameter of [page:WebGLRenderer] to *true*.
</p>
<h2>导入</h2>
<p>
[name] 是一个附加组件,必须显式导入。
See [link:#manual/introduction/Installation Installation / Addons].
</p>
<code>
import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js';
</code>
<h2>代码示例</h2>
<code>
const light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
const textureLoader = new THREE.TextureLoader();
const textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
const textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
const textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
const lensflare = new Lensflare();
lensflare.addElement( new LensflareElement( textureFlare0, 512, 0 ) );
lensflare.addElement( new LensflareElement( textureFlare1, 512, 0 ) );
lensflare.addElement( new LensflareElement( textureFlare2, 60, 0.6 ) );
light.add( lensflare );
</code>
<h2>例子</h2>
<p>
[example:webgl_lensflares WebGL / lensflares]
</p>
<h2>Constructor</h2>
<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
<p>
[page:Texture texture] - 用于光晕的THREE.Texture贴图<br />
[page:Float size] - (可选)光晕尺寸(单位为像素)<br />
[page:Float distance] - 可选和光源的距离值在0到1之间值为0时在光源的位置<br />
[page:Color color] - (可选)光晕的([page:Color])颜色
</p>
<h2>属性</h2>
<p>请参阅其基类[page:Mesh]来了解共有属性。</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js examples/jsm/objects/Lensflare.js]
</p>
</body>
</html>