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- import { Light } from './Light.js';
- import { SpotLightShadow } from './SpotLightShadow.js';
- import { Object3D } from '../core/Object3D.js';
- /**
- * 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.
- *
- * This light can cast shadows - see the {@link SpotLightShadow} for details.
- *
- * ```js
- * // white spotlight shining from the side, modulated by a texture
- * 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;s
- * ```
- *
- * @augments Light
- */
- class SpotLight extends Light {
- /**
- * Constructs a new spot light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
- * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
- * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
- * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
- * @param {number} [decay=2] - The amount the light dims along the distance of the light.
- */
- constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSpotLight = true;
- this.type = 'SpotLight';
- this.position.copy( Object3D.DEFAULT_UP );
- this.updateMatrix();
- /**
- * The spot light points from its position to the
- * target's position.
- *
- * For the target's position to be changed to anything other
- * than the default, it must be added to the scene.
- *
- * It is also possible to set the target to be another 3D object
- * in the scene. The light will now track the target object.
- *
- * @type {Object3D}
- */
- this.target = new Object3D();
- /**
- * Maximum range of the light. `0` means no limit.
- *
- * @type {number}
- * @default 0
- */
- this.distance = distance;
- /**
- * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
- *
- * @type {number}
- * @default Math.PI/3
- */
- this.angle = angle;
- /**
- * Percent of the spotlight cone that is attenuated due to penumbra.
- * Value range is `[0,1]`.
- *
- * @type {number}
- * @default 0
- */
- this.penumbra = penumbra;
- /**
- * The amount the light dims along the distance of the light. In context of
- * physically-correct rendering the default value should not be changed.
- *
- * @type {number}
- * @default 2
- */
- this.decay = decay;
- /**
- * A 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*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * This property holds the light's shadow configuration.
- *
- * @type {SpotLightShadow}
- */
- this.shadow = new SpotLightShadow();
- }
- /**
- * The light's power. Power is the luminous power of the light measured in lumens (lm).
- * Changing the power will also change the light's intensity.
- *
- * @type {number}
- */
- get power() {
- // compute the light's luminous power (in lumens) from its intensity (in candela)
- // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
- return this.intensity * Math.PI;
- }
- set power( power ) {
- // set the light's intensity (in candela) from the desired luminous power (in lumens)
- this.intensity = power / Math.PI;
- }
- dispose() {
- this.shadow.dispose();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.distance = source.distance;
- this.angle = source.angle;
- this.penumbra = source.penumbra;
- this.decay = source.decay;
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- }
- export { SpotLight };
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