提交 33a45179 编写于 作者: M Mr.doob

Merge remote-tracking branch 'sole/dev' into dev

......@@ -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 objects 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>
......
......@@ -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>
......
......@@ -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>
......
......@@ -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>
......
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 );
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册