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three.js
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b2d4ded1
编写于
3月 15, 2012
作者:
A
alteredq
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Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
上级
87aeeed8
aa544889
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
68 addition
and
155 deletion
+68
-155
docs/api/lights/DirectionalLight.html
docs/api/lights/DirectionalLight.html
+47
-0
docs/api/lights/DirectionalLight.rst
docs/api/lights/DirectionalLight.rst
+0
-145
docs/api/lights/SpotLight.html
docs/api/lights/SpotLight.html
+19
-8
src/lights/SpotLight.js
src/lights/SpotLight.js
+2
-2
未找到文件。
docs/api/lights/DirectionalLight.html
浏览文件 @
b2d4ded1
...
...
@@ -30,6 +30,9 @@ scene.add( directionalLight );</code>
</div>
<h3>
.[page:Object3D target]
</h3>
<div>
Target used for shadow camera orientation.
</div>
<h3>
.[page:Float intensity]
</h3>
<div>
...
...
@@ -56,26 +59,70 @@ scene.add( directionalLight );</code>
</div>
<h3>
.[page:Float shadowCameraNear]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *50*.
</div>
<h3>
.[page:Float shadowCameraFar]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *5000*.
</div>
<h3>
.[page:Float shadowCameraLeft]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *-500*.
</div>
<h3>
.[page:Float shadowCameraRight]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *500*.
</div>
<h3>
.[page:Float shadowCameraTop]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *500*.
</div>
<h3>
.[page:Float shadowCameraBottom]
</h3>
<div>
Orthographic shadow camera frustum parameter.
<br
/>
Default — *-500*.
</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:Boolean shadowCascade]
</h3>
...
...
docs/api/lights/DirectionalLight.rst
已删除
100644 → 0
浏览文件 @
87aeeed8
DirectionalLight - A directional light
--------------------------------------
.. ...............................................................................
.. rubric:: Constructor
.. ...............................................................................
.. class:: DirectionalLight( hex, intensity, distance )
A directional light
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
.. ...............................................................................
.. rubric:: Attributes
.. ...............................................................................
.. attribute:: DirectionalLight.color
Light :class:`Color`
.. attribute:: DirectionalLight.intensity
Light intensity
``default 1.0``
.. attribute:: DirectionalLight.position
Direction of the light is normalized vector from ``position`` to ``(0,0,0)``.
.. attribute:: DirectionalLight.distance
Modulating directional light by distance not implemented in :class:`WebGLRenderer`
.. ...............................................................................
.. rubric:: Shadow attributes
.. ...............................................................................
.. attribute:: DirectionalLight.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:: DirectionalLight.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:: DirectionalLight.target
:class:`Object3D` target used for shadow camera orientation
.. attribute:: DirectionalLight.shadowCameraNear
Orthographic shadow camera frustum parameter
``default 50``
.. attribute:: DirectionalLight.shadowCameraFar
Orthographic shadow camera frustum parameter
``default 5000``
.. attribute:: DirectionalLight.shadowCameraLeft
Orthographic shadow camera frustum parameter
``default -500``
.. attribute:: DirectionalLight.shadowCameraRight
Orthographic shadow camera frustum parameter
``default 500``
.. attribute:: DirectionalLight.shadowCameraTop
Orthographic shadow camera frustum parameter
``default 500``
.. attribute:: DirectionalLight.shadowCameraBottom
Orthographic shadow camera frustum parameter
``default -500``
.. attribute:: DirectionalLight.shadowCameraVisible
Show debug shadow camera frustum
``default false``
.. attribute:: DirectionalLight.shadowBias
Shadow map bias
``default 0``
.. attribute:: DirectionalLight.shadowDarkness
Darkness of shadow casted by this light (``float`` from 0 to 1)
``default 0.5``
.. attribute:: DirectionalLight.shadowMapWidth
Shadow map texture width in pixels
``default 512``
.. attribute:: DirectionalLight.shadowMapHeight
Shadow map texture height in pixels
``default 512``
.. ...............................................................................
.. rubric:: Example
.. ...............................................................................
::
// 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 );
docs/api/lights/SpotLight.html
浏览文件 @
b2d4ded1
...
...
@@ -5,6 +5,25 @@
<div
class=
"desc"
>
todo
</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]()
</h3>
...
...
@@ -15,14 +34,6 @@
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
src/lights/SpotLight.js
浏览文件 @
b2d4ded1
...
...
@@ -2,7 +2,7 @@
* @author alteredq / http://alteredqualia.com/
*/
THREE
.
SpotLight
=
function
(
hex
,
intensity
,
distance
,
castShadow
)
{
THREE
.
SpotLight
=
function
(
hex
,
intensity
,
distance
)
{
THREE
.
Light
.
call
(
this
,
hex
);
...
...
@@ -12,7 +12,7 @@ THREE.SpotLight = function ( hex, intensity, distance, castShadow ) {
this
.
intensity
=
(
intensity
!==
undefined
)
?
intensity
:
1
;
this
.
distance
=
(
distance
!==
undefined
)
?
distance
:
0
;
this
.
castShadow
=
(
castShadow
!==
undefined
)
?
castShadow
:
false
;
this
.
castShadow
=
false
;
this
.
onlyShadow
=
false
;
//
...
...
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