提交 9c667b92 编写于 作者: L Lewy Blue

Added docs for RectAreaLight and RectAreaLightShadow

上级 dc4e2545
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[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<div class="desc">
This light gets emitted uniformly across the face a rectangular plane. This can be
used to simulate things like bright windows or strip lighting.<br /><br />
This light can cast shadows - see the [page:RectAreaLightShadow] page for details.<br /><br />
<em>NOTE:</em> this class is currently under active development and is probably not
production ready yet (as of r83). Check back in a month or two! And feel free to try it out in the meantime.
</div>
<h2>Examples</h2>
<div>
[example:webgl_lights_arealight WebGL / arealight ]<br />
[example:webgl_lights_rectarealight WebGL / rectarealight ]
<code>
var width = 2;
var height = 10;
var rectLight = new THREE.RectAreaLight( 0xffffff, undefined, width, height );
rectLight.matrixAutoUpdate = true;
rectLight.intensity = 70.0;
rectLight.position.set( 5, 5, 0 );
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
rectLight.add( rectLightHelper );
scene.add(rectLight)
</code>
</div>
<h2>Constructor</h2>
<h3>[name]( [page:Integer color], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float penumbra], [page:Float decay] )</h3>
<div>
[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 /><br />
[page:Float width] - (optional) width of the light. Default is 10.<br />
[page:Float height] - (optional) height of the light. Default is 10.
Creates a new [name].
</div>
<h2>Properties</h2>
<div>
See the base [page:Light Light] class for common properties.
</div>
<h3>[property: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. See the [page:RectAreaLightShadow] for details.
The default is *false*.<br /><br />
<em>Note:</em> this is not yet implemented for this light type! (r83)
</div>
<h3>[property:Float decay]</h3>
<div>
The amount the light dims along the distance of the light.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
physically realistic light falloff. The default is *1*.<br /><br />
<em>Note:</em> this is not yet implemented for this light type! (r83)
</div>
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at the light's
position down to zero at this distance from the light. Default is *0.0*.<br /><br />
<em>Note:</em> this is not yet implemented for this light type! (r83)
</div>
<h3>[property:Boolean isRectAreaLight]</h3>
<div>
Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</div>
<h3>[property:Vector3 position]</h3>
<div>
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
</div>
<h3>[property:RectAreaLightShadow shadow]</h3>
<div>
A [page:RectAreaLightShadow] used to calculate shadows for this light.<br /><br />
<em>Note:</em> this is not yet implemented for this light type! (r83)
</div>
<h3>[property:Object3D target]</h3>
<div>
The RectAreaLight points from its [page:.position position] to target.position. The default
position of the target is *(0, 0, 0)*.<br />
*Note*: For the the target's position to be changed to anything other than the default,
it must be added to the [page:Scene scene] using
<code>
scene.add( light.target );
</code>
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
updated each frame.<br /><br />
It is also possible to set the target to be another object in the scene (anything with a
[page:Object3D.position position] property), like so:
<code>
var targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
</code>
The RectAreaLight will now track the target object.
</div>
<h2>Methods</h2>
<div>
See the base [page:Light Light] class for common methods.
</div>
<h3>[method:RectAreaLight copy]( [page:RectAreaLight source] )</h3>
<div>
Copies value of all the properties from the [page:RectAreaLight source] to this
RectAreaLight.
</div>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
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<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<div class="desc">
<em>Note: this is currently being developed and does nothing at the moment (r83).
Check back in a while!</em><br /><br />
This used internally by [page:RectAreaLight RectAreaLight] for calculating shadows.
</div>
<!--
<h2>Example</h2>
<div>
<code>
</code>
</div>
-->
<h2>Constructor</h2>
<h3>[name]( [page:Camera camera] )</h3>
<div>
[page:Camera camera] - the light's view of the world.<br /><br />
Create a new [name]. This is not intended to be called directly - it is called
internally by [page:RectAreaLight].
</div>
<h2>Properties</h2>
<div>
See the base [page:LightShadow] class for common properties.
</div>
<h2>Methods</h2>
<div>
See the base [page:LightShadow] class for common methods.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
......@@ -182,12 +182,14 @@ var list = {
[ "HemisphereLight", "api/lights/HemisphereLight" ],
[ "Light", "api/lights/Light" ],
[ "PointLight", "api/lights/PointLight" ],
[ "RectAreaLight", "api/lights/RectAreaLight" ],
[ "SpotLight", "api/lights/SpotLight" ]
],
"Lights / Shadows": [
[ "DirectionalLightShadow", "api/lights/shadows/DirectionalLightShadow" ],
[ "LightShadow", "api/lights/shadows/LightShadow" ],
[ "RectAreaLightShadow", "api/lights/shadows/RectAreaLightShadow" ],
[ "SpotLightShadow", "api/lights/shadows/SpotLightShadow" ]
],
......
......@@ -47,4 +47,4 @@ RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
} );
export { RectAreaLight };
\ No newline at end of file
export { RectAreaLight };
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