SpotLight.html 4.2 KB
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		[page:Object3D] &rarr; [page:Light] &rarr;

		<h1>[name]</h1>

		<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 );

spotLight.castShadow = true;

spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;

spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFar = 4000;
spotLight.shadowCameraFov = 30;

scene.add( spotLight );</code>


		<h2>Constructor</h2>

		<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>

		<h2>Properties</h2>

		<h3>.[page:Vector3 position]</h3>
		<div>
			Light's position.<br />
			Default — *new THREE.Vector3()*.
		</div>

		<h3>.[page:Object3D target]</h3>
		<div>
			Spotlight focus points at target.position.<br />
			Default position — *(0,0,0)*.
		</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:Float angle]</h3>
		<div>
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			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
			Default — *Math.PI/3*.
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		</div>
	
		<h3>.[page:Float exponent]</h3>
		<div>
			Rapidity of the falloff of light from its target direction.<br />
			Default — *10.0*.
		</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>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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