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33a45179
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three.js
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33a45179
编写于
8月 06, 2012
作者:
M
Mr.doob
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差异文件
Merge remote-tracking branch 'sole/dev' into dev
上级
fb220586
e3de6cea
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
175 addition
and
162 deletion
+175
-162
docs/api/lights/AmbientLight.html
docs/api/lights/AmbientLight.html
+4
-3
docs/api/lights/DirectionalLight.html
docs/api/lights/DirectionalLight.html
+55
-3
docs/api/lights/PointLight.html
docs/api/lights/PointLight.html
+2
-2
docs/api/lights/SpotLight.html
docs/api/lights/SpotLight.html
+114
-14
docs/api/lights/SpotLight.rst
docs/api/lights/SpotLight.rst
+0
-140
未找到文件。
docs/api/lights/AmbientLight.html
浏览文件 @
33a45179
...
...
@@ -12,15 +12,16 @@
<h1>
[name]
</h1>
<div
class=
"desc"
>
This light's color gets applied to all the object in the scene globally.
This light's color gets applied to all the object
s
in the scene globally.
</div>
<h2>
Example
</h2>
<code>
var light = new THREE.AmbientLight( 0xff0000 );
scene.add( light );
</code>
<code>
var light = new THREE.AmbientLight( 0xff0000 );
scene.add( light );
</code>
will light objects with red.
<h2>
Constructor
</h2>
...
...
docs/api/lights/DirectionalLight.html
浏览文件 @
33a45179
...
...
@@ -20,9 +20,9 @@
<code>
// White directional light at half intensity shining from the top.
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 1, 0 );
scene.add( directionalLight );
</code>
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 1, 0 );
scene.add( directionalLight );
</code>
<h2>
Constructor
</h2>
...
...
@@ -134,30 +134,82 @@
</div>
<h3>
.[page:Boolean shadowCascade]
</h3>
<div>
???
<br
/>
Default — *false*.
</div>
<h3>
.[page:Vector3 shadowCascadeOffset]
</h3>
<div>
???
<br
/>
Default — *Three.Vector3( 0, 0, -1000 )*.
</div>
<h3>
.[page:Integer shadowCascadeCount]
</h3>
<div>
???
<br
/>
Default — *2*.
</div>
<h3>
.[page:Array shadowCascadeBias]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ 0, 0, 0 ]
</strong>
.
</div>
<h3>
.[page:Array shadowCascadeWidth]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ 512, 512, 512 ]
</strong>
.
</div>
<h3>
.[page:Array shadowCascadeHeight]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ 512, 512, 512 ]
</strong>
.
</div>
<h3>
.[page:Array shadowCascadeNearZ]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ -1.000, 0.990, 0.998 ]
</strong>
.
</div>
<h3>
.[page:Array shadowCascadeFarZ]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ 0.990, 0.998, 1.000 ]
</strong>
.
</div>
<h3>
.[page:Array shadowCascadeArray]
</h3>
<div>
???
<br
/>
Default —
<strong>
[ ]
</strong>
.
</div>
<h3>
.[page:RenderTarget shadowMap]
</h3>
<div>
???
<br
/>
Default — *null*.
</div>
<h3>
.[page:Integer shadowMapSize]
</h3>
<div>
???
<br
/>
Default — *null*.
</div>
<h3>
.[page:Camera shadowCamera]
</h3>
<div>
???
<br
/>
Default — *null*.
</div>
<h3>
.[page:Matrix shadowMatrix]
</h3>
<div>
???
<br
/>
Default — *null*.
</div>
<h2>
Source
</h2>
...
...
docs/api/lights/PointLight.html
浏览文件 @
33a45179
...
...
@@ -19,8 +19,8 @@
<h2>
Example
</h2>
<code>
var light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
<h2>
Constructor
</h2>
...
...
docs/api/lights/SpotLight.html
浏览文件 @
33a45179
...
...
@@ -11,37 +11,137 @@
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
A point light that can cast shadow in one direction.
</div>
<div
class=
"desc"
>
Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
</div>
<h2>
Example
</h2>
<code>
// white spotlight shining from the side, casting shadow
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.castShadow = true;
spotLight.castShadow = true;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFar = 4000;
spotLight.shadowCameraFov = 30;
spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFar = 4000;
spotLight.shadowCameraFov = 30;
scene.add( spotLight );
</code>
scene.add( spotLight );
</code>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )
</h3>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 position]
</h3>
<div>
Light's position.
<br
/>
Default — *new THREE.Vector3()*.
</div>
<h3>
.[page:Float intensity]
</h3>
<div>
Light's intensity.
<br
/>
Default — *1.0*.
</div>
<h3>
.[page:Float distance]
</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.
<br
/>
Default — *0.0*.
</div>
<h3>
.[page:Boolean castShadow]
</h3>
<div>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.
<br
/>
Default — *false*.
</div>
<h3>
.[page:Boolean onlyShadow]
</h3>
<div>
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).
<br
/>
Default — *false*.
</div>
<h3>
.[page:Float shadowCameraNear]
</h3>
<div>
Perspective shadow camera frustum
<em>
near
</em>
parameter.
<br
/>
Default — *50*.
</div>
<h3>
.[page:Float shadowCameraFar]
</h3>
<div>
Perspective shadow camera frustum
<em>
far
</em>
parameter.
<br
/>
Default — *5000*.
</div>
<h3>
.[page:Float shadowCameraFov]
</h3>
<div>
Perspective shadow camera frustum
<em>
field of view
</em>
parameter.
<br
/>
Default — *50*.
</div>
<h3>
.[page:Boolean shadowCameraVisible]
</h3>
<div>
Show debug shadow camera frustum.
<br
/>
Default — *false*.
</div>
<h3>
.[page:Float shadowBias]
</h3>
<div>
Shadow map bias.
<br
/>
Default — *0*.
</div>
<h3>
.[page:Float shadowDarkness]
</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).
<br
/>
Default — *0.5*.
</div>
<h3>
.[page:Integer shadowMapWidth]
</h3>
<div>
Shadow map texture width in pixels.
<br
/>
Default — *512*.
</div>
<h3>
.[page:Integer shadowMapHeight]
</h3>
<div>
Shadow map texture height in pixels.
<br
/>
Default — *512*.
</div>
<h3>
.[page:Float shadowBias]
</h3>
<div>
Shadow map bias.
<br
/>
Default — *0*.
</div>
<h3>
.[page:Float shadowDarkness]
</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).
<br
/>
Default — *0.5*.
</div>
<h3>
.[page:Integer shadowMapWidth]
</h3>
<div>
Shadow map texture width in pixels.
<br
/>
Default — *512*.
</div>
<h3>
.[page:Integer shadowMapHeight]
</h3>
<div>
Shadow map texture height in pixels.
<br
/>
Default — *512*.
</div>
<h2>
Source
</h2>
...
...
docs/api/lights/SpotLight.rst
已删除
100644 → 0
浏览文件 @
fb220586
SpotLight - A spotlight
-----------------------
.. ...............................................................................
.. rubric:: Constructor
.. ...............................................................................
.. class:: SpotLight( hex, intensity, distance, castShadow )
A point light that can cast shadow in one direction
Part of scene graph
Inherits from :class:`Light` :class:`Object3D`
Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
:param integer hex: light color
:param float intensity: light intensity
:param float distance: distance affected by light
:param bool castShadow: shadow casting
.. ...............................................................................
.. rubric:: Attributes
.. ...............................................................................
.. attribute:: SpotLight.color
Light :class:`Color`
.. attribute:: SpotLight.intensity
Light intensity
``default 1.0``
.. attribute:: SpotLight.position
Position of the light
.. attribute:: SpotLight.distance
If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
.. ...............................................................................
.. rubric:: Shadow attributes
.. ...............................................................................
.. attribute:: SpotLight.castShadow
If set to `true` light will cast dynamic shadows
Warning: this is expensive and requires tweaking to get shadows looking right.
``default false``
.. attribute:: SpotLight.onlyShadow
If set to `true` light will only cast shadow but not contribute any lighting (as if intensity was 0 but cheaper to compute)
``default false``
.. attribute:: SpotLight.target
:class:`Object3D` target used for shadow camera orientation
.. attribute:: SpotLight.shadowCameraNear
Perspective shadow camera frustum ``near``
``default 50``
.. attribute:: SpotLight.shadowCameraFar
Perspective shadow camera frustum ``far``
``default 5000``
.. attribute:: SpotLight.shadowCameraFov
Perspective shadow camera frustum ``field-of-view``
``default 50``
.. attribute:: SpotLight.shadowCameraVisible
Show debug shadow camera frustum
``default false``
.. attribute:: SpotLight.shadowBias
Shadow map bias
``default 0``
.. attribute:: SpotLight.shadowDarkness
Darkness of shadow casted by this light (``float`` from 0 to 1)
``default 0.5``
.. attribute:: SpotLight.shadowMapWidth
Shadow map texture width in pixels
``default 512``
.. attribute:: SpotLight.shadowMapHeight
Shadow map texture height in pixels
``default 512``
.. ...............................................................................
.. rubric:: Example
.. ...............................................................................
::
// white spotlight shining from the side, casting shadow
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.castShadow = true;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFar = 4000;
spotLight.shadowCameraFov = 30;
scene.add( spotLight );
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