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e9c6a16a
编写于
12月 15, 2016
作者:
L
Lewy Blue
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Updated HemisphereLight docs
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docs/api/lights/HemisphereLight.html
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...
...
@@ -12,40 +12,73 @@
<h1>
[name]
</h1>
<div
class=
"desc"
>
A light source positioned directly above the scene.
</div>
<div
class=
"desc"
>
A light source positioned directly above the scene, with color fading from the sky color to the ground color.
This light cannot be used to cast shadows.
</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>
<div>
[example:webgl_lights_hemisphere lights / hemisphere ]
<br
/>
[example:misc_controls_pointerlock controls / pointerlock ]
<br
/>
[example:webgl_decals decals ]
<br
/>
[example:webgl_loader_collada_kinematics loader / collada / kinematics ]
<br
/>
[example:webgl_materials_lightmap materials / lightmap ]
<br
/>
[example:webgl_shaders_ocean shaders / ocean ]
</div>
<code>
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
</code>
<code>
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer skyColor], [page:Integer groundColor], [page:Float intensity] )
</h3>
<div>
[page:Integer skyColor] — Numeric value of the RGB sky color.
<br
/>
[page:Integer groundColor] — Numeric value of the RGB ground color.
<br
/>
[page:Float intensity] — Numeric value of the light's strength/intensity.
<div>
[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.
<br
/>
[page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.
<br
/>
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.
<br
/><br
/>
Creates a new [name].
</div>
<h2>
Properties
</h2>
<div>
See the base [page:Light Light] class for common properties.
</div>
<h3>
[property:Boolean castShadow]
</h3>
<div>
This is set to *undefined* in the constructor as hemisphere lights cannot cast shadows.
</div>
See the base [page:Light Light] class for common properties.
<h3>
[property:Float color]
</h3>
<div>
The light's sky color, as passed in the constructor.
Default is a new [page:Color] set to white (0xffffff).
</div>
<h3>
[property:Float groundColor]
</h3>
<div>
The light's ground color, as passed in the constructor.
Default is a new [page:Color] set to white (0xffffff).
</div>
<h3>
[property:Boolean isHemisphereLight]
</h3>
<div>
Light's ground color.
<br
/>
Used to check whether this or derived classes are hemisphere lights. Default is *true*.
<br
/><br
/>
You should not change this, as it used internally for optimisation.
</div>
<h3>
[property:Vector3 position]
</h3>
<div>
This is set equal to [page:Object3D.DefaultUp], so that the light shines from the top down.
</div>
<h2>
Methods
</h2>
...
...
@@ -53,8 +86,8 @@ scene.add( light );</code>
<h3>
[method:HemisphereLight copy]( [page:HemisphereLight source] )
</h3>
<div>
<br
/>
Copies value of *source* to this HemisphereLight object
.
Copies the value of [page:.color color], [page:.intensity intensity] and
[page:.groundColor groundColor] from the [page:Light source] light into this one
.
</div>
<h2>
Source
</h2>
...
...
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