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65fdb621
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three.js
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65fdb621
编写于
6月 16, 2015
作者:
R
Ricardo Cabello
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差异文件
Merge pull request #6690 from sukhwant/lightDoc
Light doc
上级
fa05a3cb
eb82a66f
变更
7
显示空白变更内容
内联
并排
Showing
7 changed file
with
130 addition
and
13 deletion
+130
-13
docs/api/lights/AmbientLight.html
docs/api/lights/AmbientLight.html
+20
-2
docs/api/lights/AreaLight.html
docs/api/lights/AreaLight.html
+5
-2
docs/api/lights/DirectionalLight.html
docs/api/lights/DirectionalLight.html
+27
-4
docs/api/lights/HemisphereLight.html
docs/api/lights/HemisphereLight.html
+23
-1
docs/api/lights/Light.html
docs/api/lights/Light.html
+9
-1
docs/api/lights/PointLight.html
docs/api/lights/PointLight.html
+30
-2
docs/api/lights/SpotLight.html
docs/api/lights/SpotLight.html
+16
-1
未找到文件。
docs/api/lights/AmbientLight.html
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@@ -17,6 +17,12 @@
<h2>
Example
</h2>
<div>
[example:canvas_camera_orthographic camera / orthographic ]
</div>
<div>
[example:canvas_interactive_voxelpainter interactive / voxelpainter ]
</div>
<div>
[example:canvas_materials materials ]
</div>
<div>
[example:canvas_sandbox sandbox ]
</div>
<div>
[example:webgl_animation_cloth animation / cloth ]
</div>
<div>
[example:webgl_animation_skinning_blending animation / skinning / blending ]
</div>
<code>
var light = new THREE.AmbientLight( 0x404040 ); // soft white light
scene.add( light );
</code>
...
...
@@ -32,6 +38,18 @@ scene.add( light );</code>
This creates an Ambientlight with a color.
</div>
<h2>
Methods
</h2>
<h3>
[method:AmbientLight clone]()
</h3>
<div>
<br
/>
It returns a clone of Ambientlight.
</div>
<h3>
[method:JSON toJSON]()
</h3>
<div>
Return Ambientlight data in JSON format.
</div>
<h2>
Source
</h2>
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docs/api/lights/AreaLight.html
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65fdb621
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@@ -15,6 +15,10 @@
<h2>
Example
</h2>
<h2>
Example
</h2>
<div>
[example:webgldeferred_arealights arealights ]
</div>
<code>
areaLight1 = new THREE.AreaLight( 0xffffff, 1 );
areaLight1.position.set( 0.0001, 10.0001, -18.5001 );
areaLight1.rotation.set( -0.74719, 0.0001, 0.0001 );
...
...
@@ -81,7 +85,6 @@ scene.add( areaLight1 );</code>
Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/lights/DirectionalLight.html
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65fdb621
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@@ -17,6 +17,15 @@
<h2>
Example
</h2>
<div>
[example:canvas_morphtargets_horse morphtargets / horse ]
</div>
<div>
[example:misc_controls_fly controls / fly ]
</div>
<div>
[example:misc_lights_test lights / test ]
</div>
<div>
[example:vr_cubes cubes ]
</div>
<div>
[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]
</div>
<div>
[example:webgl_effects_stereo effects / stereo ]
</div>
<div>
[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
</div>
<div>
[example:webgl_materials_bumpmap materials / bumpmap ]
</div>
<div>
[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
</div>
<code>
// White directional light at half intensity shining from the top.
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@@ -59,6 +68,12 @@ scene.add( directionalLight );</code>
Default — *false*.
</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.
<br
/>
Default — *false*.
</div>
<h3>
[property:Float shadowCameraNear]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
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@@ -199,7 +214,15 @@ scene.add( directionalLight );</code>
</div>
<h2>
Methods
</h2>
<h3>
[method:DirectionalLight clone]()
</h3>
<div>
It returns a clone of DirectionalLight.
</div>
<h3>
[method:JSON toJSON]()
</h3>
<div>
Return DirectionalLight data in JSON format.
</div>
<h2>
Source
</h2>
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docs/api/lights/HemisphereLight.html
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@@ -13,6 +13,18 @@
<div
class=
"desc"
>
A light source positioned directly above the scene.
</div>
<h2>
Example
</h2>
<div>
[example:webgl_lights_hemisphere lights / hemisphere ]
</div>
<div>
[example:misc_controls_pointerlock controls / pointerlock ]
</div>
<div>
[example:webgl_decals decals ]
</div>
<div>
[example:webgl_loader_collada_kinematics loader / collada / kinematics ]
</div>
<div>
[example:webgl_materials_lightmap materials / lightmap ]
</div>
<div>
[example:webgl_shaders_ocean shaders / ocean ]
</div>
<code>
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
</code>
<h2>
Constructor
</h2>
...
...
@@ -39,6 +51,16 @@
<h2>
Methods
</h2>
<h3>
[method:HemisphereLight clone]()
</h3>
<div>
<br
/>
It returns a clone of HemisphereLight.
</div>
<h3>
[method:JSON toJSON]()
</h3>
<div>
Return HemisphereLight data in JSON format.
</div>
<h2>
Source
</h2>
...
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docs/api/lights/Light.html
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@@ -33,6 +33,14 @@
Color of the light.
<br
/>
</div>
<h2>
Methods
</h2>
<h3>
[method:Light clone]()
</h3>
<div>
<br
/>
It returns a clone of Light.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/lights/PointLight.html
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@@ -18,6 +18,16 @@
<h2>
Example
</h2>
<div>
[example:canvas_lights_pointlights lights / pointlights ]
</div>
<div>
[example:webgl_lights_pointlights lights / pointlights ]
</div>
<div>
[example:webgl_lights_pointlights2 lights / pointlights2 ]
</div>
<div>
[example:webgldeferred_animation animation ]
</div>
<div>
[example:webgldeferred_pointlights pointlights ]
</div>
<div>
[example:webgl_effects_anaglyph effects / anaglyph ]
</div>
<div>
[example:webgl_geometry_large_mesh geometry / large / mesh ]
</div>
<div>
[example:webgl_geometry_text geometry / text ]
</div>
<div>
[example:webgl_lensflares lensflares ]
</div>
<code>
var light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
...
...
@@ -26,11 +36,12 @@ scene.add( light );</code>
<h2>
Constructor
</h2>
<h3>
[name]([page:Integer hex], [page:Float intensity], [page:Number distance])
</h3>
<h3>
[name]([page:Integer hex], [page:Float intensity], [page:Number distance]
, [page:Float decay]
)
</h3>
<div>
[page:Integer hex] — Numeric value of the RGB component of the color.
<br
/>
[page:Float intensity] — Numeric value of the light's strength/intensity.
<br
/>
[page:Number distance] -- The distance of the light where the intensity is 0. When distance is 0, then the distance is endless.
[page:Number distance] -- The distance of the light where the intensity is 0. When distance is 0, then the distance is endless.
<br
/>
[page:Float decay] -- The amount the light dims along the distance of the light.
</div>
<div>
Creates a light at a specific position in the scene. The light shines in all directions (roughly similar to a light bulb.)
...
...
@@ -52,8 +63,25 @@ scene.add( light );</code>
Default — *0.0*.
</div>
<h3>
[property:Float decay]
</h3>
<div>
The amount the light dims along the distance of the light
<br
/>
Default — *1*.
</div>
<h2>
Methods
</h2>
<h3>
[method:PointLight clone]()
</h3>
<div>
<br
/>
It returns a clone of PointLight.
</div>
<h3>
[method:JSON toJSON]()
</h3>
<div>
Return PointLight data in JSON format.
</div>
<h2>
Source
</h2>
...
...
docs/api/lights/SpotLight.html
浏览文件 @
65fdb621
...
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@@ -17,6 +17,12 @@
<h2>
Example
</h2>
<div>
[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]
</div>
<div>
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]
</div>
<div>
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]
</div>
<div>
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
</div>
<div>
[example:webgl_morphtargets_md2 morphtargets / md2 ]
</div>
<div>
[example:webgl_shading_physical shading / physical ]
</div>
<code>
// white spotlight shining from the side, casting shadow
...
...
@@ -178,7 +184,16 @@
</div>
<h2>
Methods
</h2>
<h3>
[method:SpotLight clone]()
</h3>
<div>
<br
/>
It returns a clone of SpotLight.
</div>
<h3>
[method:JSON toJSON]()
</h3>
<div>
Return SpotLight data in JSON format.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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