SpotLight.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr; [page:Light] &rarr;
  12. <h1>[name]</h1>
  13. <div class="desc">A point light that can cast shadow in one direction.</div>
  14. <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
  15. <h2>Example</h2>
  16. <div>[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]</div>
  17. <div>[example:webgl_interactive_draggablecubes interactive / draggablecubes ]</div>
  18. <div>[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]</div>
  19. <div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
  20. <div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
  21. <div>[example:webgl_shading_physical shading / physical ]</div>
  22. <code>
  23. // white spotlight shining from the side, casting shadow
  24. var spotLight = new THREE.SpotLight( 0xffffff );
  25. spotLight.position.set( 100, 1000, 100 );
  26. spotLight.castShadow = true;
  27. spotLight.shadowMapWidth = 1024;
  28. spotLight.shadowMapHeight = 1024;
  29. spotLight.shadowCameraNear = 500;
  30. spotLight.shadowCameraFar = 4000;
  31. spotLight.shadowCameraFov = 30;
  32. scene.add( spotLight );
  33. </code>
  34. <div>
  35. [example:webgl_materials_bumpmap materials / bumpmap]<br/>
  36. [example:webgl_shading_physical shading / physical]<br/>
  37. [example:webgl_shadowmap shadowmap]<br/>
  38. [example:webgl_shadowmap_viewer shadowmap / performance]<br/>
  39. [example:webgl_shadowmap_viewer shadowmap / viewer]
  40. </div>
  41. <h2>Constructor</h2>
  42. <h3>[name]([page:Integer hex], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float penumbra], [page:Float decay])</h3>
  43. <div>
  44. [page:Integer hex] — Numeric value of the RGB component of the color. <br />
  45. [page:Float intensity] — Numeric value of the light's strength/intensity. <br />
  46. [page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
  47. [page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br />
  48. [page:Float penumbra] -- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.<br />
  49. [page:Float decay] -- The amount the light dims along the distance of the light.
  50. </div>
  51. <h2>Properties</h2>
  52. <h3>[property:Object3D target]</h3>
  53. <div>
  54. Spotlight focus points at target.position.<br />
  55. Default position — *(0,0,0)*.<br />
  56. *Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
  57. </div>
  58. <h3>[property:Float intensity]</h3>
  59. <div>
  60. Light's intensity.<br />
  61. In "physical lights" mode, the product of color * intensity is interpreted as luminous intensity measured in candela.<br/>
  62. Default — *1.0*.
  63. </div>
  64. <h3>[property:Float distance]</h3>
  65. <div>
  66. If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
  67. Default — *0.0*.
  68. </div>
  69. <h3>[property:Float angle]</h3>
  70. <div>
  71. Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
  72. Default — *Math.PI/3*.
  73. </div>
  74. <h3>[property:Float penumbra]</h3>
  75. <div>
  76. Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1.<br />
  77. Default — *0.0*.
  78. </div>
  79. <h3>[property:Float decay]</h3>
  80. <div>
  81. The amount the light dims along the distance of the light<br />
  82. In "physical lights" mode, decay = 2 leads to physically realistic light falloff.<br/>
  83. Default — *1*.
  84. </div>
  85. <h3>[property:Boolean castShadow]</h3>
  86. <div>
  87. If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
  88. Default — *false*.
  89. </div>
  90. <h3>[property:Float shadowCameraNear]</h3>
  91. <div>
  92. Perspective shadow camera frustum <em>near</em> parameter.<br />
  93. Default — *50*.
  94. </div>
  95. <h3>[property:Float shadowCameraFar]</h3>
  96. <div>
  97. Perspective shadow camera frustum <em>far</em> parameter.<br />
  98. Default — *5000*.
  99. </div>
  100. <h3>[property:Float shadowCameraFov]</h3>
  101. <div>
  102. Perspective shadow camera frustum <em>field of view</em> parameter.<br />
  103. Default — *50*.
  104. </div>
  105. <h3>[property:Boolean shadowCameraVisible]</h3>
  106. <div>
  107. Show debug shadow camera frustum.<br />
  108. Default — *false*.
  109. </div>
  110. <h3>[property:Float shadowBias]</h3>
  111. <div>
  112. Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
  113. Default — *0*.
  114. </div>
  115. <h3>[property:Integer shadowMapWidth]</h3>
  116. <div>
  117. Shadow map texture width in pixels.<br />
  118. Default — *512*.
  119. </div>
  120. <h3>[property:Integer shadowMapHeight]</h3>
  121. <div>
  122. Shadow map texture height in pixels.<br />
  123. Default — *512*.
  124. </div>
  125. <h3>[property:Vector2 shadowMapSize]</h3>
  126. <div>
  127. The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
  128. </div>
  129. <h3>[property:PerspectiveCamera shadowCamera]</h3>
  130. <div>
  131. The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
  132. </div>
  133. <h3>[property:Matrix4 shadowMatrix]</h3>
  134. <div>
  135. Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
  136. </div>
  137. <h3>[property:WebGLRenderTarget shadowMap]</h3>
  138. <div>
  139. The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
  140. </div>
  141. <h2>Methods</h2>
  142. <h3>[method:SpotLight clone]()</h3>
  143. <div>
  144. <br />
  145. It returns a clone of SpotLight.
  146. </div>
  147. <h3>[method:JSON toJSON]()</h3>
  148. <div>
  149. Return SpotLight data in JSON format.
  150. </div>
  151. <h2>Source</h2>
  152. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  153. </body>
  154. </html>
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