提交 b2d4ded1 编写于 作者: A alteredq

Merge remote-tracking branch 'remotes/mrdoob/dev' into dev

......@@ -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>
......
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 );
......@@ -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
......@@ -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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