提交 ffa231f3 编写于 作者: M Mr.doob

Docs: More lights progress.

上级 142ea7bc
......@@ -7,7 +7,7 @@
<h2>Example</h2>
<code>var camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 1000 );
<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
scene.add( camera );
</code>
......
......@@ -7,7 +7,7 @@
<h2>Example</h2>
<code>var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
scene.add( camera );
</code>
......
<h1>[name]</h1>
<div class="desc">2D rectangle. Used by [page:CanvasRenderer] for 2D clipping.</div>
<div class="desc">
Mainly used internaly by [page:CanvasRenderer] for 2D clipping.
</div>
<h2>Constructor</h2>
......
[page:Light] &rarr;
[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<div class="desc">todo</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<div class="desc">
This light's color gets applied to all the object in the scene globally.
</div>
<h2>Properties</h2>
<h2>Example</h2>
<h3>.[page:Vector3 todo]</h3>
<code>var light = new THREE.AmbientLight( 0xff0000 );
scene.add( light );</code>
<h2>Methods</h2>
<h2>Constructor</h2>
<h3>.todo( [page:Vector3 todo] )</h3>
<div>
todo — todo<br />
</div>
<h3>[name]( [page:Float hex] )</h3>
<h2>Source</h2>
......
AmbientLight - An ambient light
-------------------------------
.. ...............................................................................
.. rubric:: Constructor
.. ...............................................................................
.. class:: AmbientLight( hex )
An ambient light
Inherits from :class:`Light` :class:`Object3D`
Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
:param integer hex: light color
.. ...............................................................................
.. rubric:: Attributes
.. ...............................................................................
.. attribute:: AmbientLight.color
Light :class:`Color`
Material's ambient color gets multiplied by this color.
.. ...............................................................................
.. rubric:: Example
.. ...............................................................................
::
var ambientLight = new THREE.AmbientLight( 0x333333 );
scene.add( ambientLight );
[page:Light] &rarr;
[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<div class="desc">todo</div>
<div class="desc">
Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
</div>
<h2>Example</h2>
<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>
<h2>Constructor</h2>
<h3>[name]()</h3>
<h3>[name]( [page:Float hex], [page:Float intensity], [page:Float distance] )</h3>
<h2>Properties</h2>
<h3>.[page:Vector3 todo]</h3>
<h3>.[page:Vector3 position]</h3>
<div>
Direction of the light is normalized vector from *position* to *(0,0,0)*.<br />
Default — *new THREE.Vector3()*.
</div>
<h3>.[page:Object3D target]</h3>
<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>
<h2>Methods</h2>
<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>.todo( [page:Vector3 todo] )</h3>
<h3>.[page:Boolean onlyShadow]</h3>
<div>
todo — todo<br />
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>
<h3>.[page:Float shadowCameraFar]</h3>
<h3>.[page:Float shadowCameraLeft]</h3>
<h3>.[page:Float shadowCameraRight]</h3>
<h3>.[page:Float shadowCameraTop]</h3>
<h3>.[page:Float shadowCameraBottom]</h3>
<h3>.[page:Boolean shadowCameraVisible]</h3>
<h3>.[page:Float shadowBias]</h3>
<h3>.[page:Float shadowDarkness]</h3>
<h3>.[page:Integer shadowMapWidth]</h3>
<h3>.[page:Integer shadowMapHeight]</h3>
<h3>.[page:Boolean shadowCascade]</h3>
<h3>.[page:Vector3 shadowCascadeOffset]</h3>
<h3>.[page:Integer shadowCascadeCount]</h3>
<h3>.[page:Array shadowCascadeBias]</h3>
<h3>.[page:Array shadowCascadeWidth]</h3>
<h3>.[page:Array shadowCascadeHeight]</h3>
<h3>.[page:Array shadowCascadeNearZ]</h3>
<h3>.[page:Array shadowCascadeFarZ]</h3>
<h3>.[page:Array shadowCascadeArray]</h3>
<h3>.[page:RenderTarget shadowMap]</h3>
<h3>.[page:Integer shadowMapSize]</h3>
<h3>.[page:Camera shadowCamera]</h3>
<h3>.[page:Matrix shadowMatrix]</h3>
<h2>Source</h2>
......
Light - Abstract base class for lights
--------------------------------------
.. ...............................................................................
.. rubric:: Constructor
.. ...............................................................................
.. class:: Light( hex )
Abstract base class for lights
Inherits from :class:`Object3D`
:param integer hex: light color
.. ...............................................................................
.. rubric:: Attributes
.. ...............................................................................
.. attribute:: Light.color
Light :class:`Color`
[page:Light] &rarr;
[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<div class="desc">todo</div>
<div class="desc">
Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
</div>
<h2>Example</h2>
<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );</code>
<h2>Constructor</h2>
<h3>[name]()</h3>
<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance] )</h3>
<h2>Properties</h2>
<h3>.[page:Vector3 todo]</h3>
<h3>.[page:Vector3 position]</h3>
<div>
Light's position.<br />
Default — *new THREE.Vector3()*.
</div>
<h2>Methods</h2>
<h3>.[page:Float intensity]</h3>
<div>
Light's intensity.<br />
Default - *1.0*.
</div>
<h3>.todo( [page:Vector3 todo] )</h3>
<h3>.[page:Float distance]</h3>
<div>
todo — todo<br />
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
Default — *0.0*.
</div>
......
PointLight - A point light
--------------------------
.. ...............................................................................
.. rubric:: Constructor
.. ...............................................................................
.. class:: PointLight( hex, intensity, distance )
A point 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:: PointLight.color
Light :class:`Color`
.. attribute:: PointLight.intensity
Light intensity
``default 1.0``
.. attribute:: PointLight.position
Position of the light
.. attribute:: PointLight.distance
If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
.. ...............................................................................
.. rubric:: Example
.. ...............................................................................
::
// red point light shining from the front
var pointLight = new THREE.PointLight( 0xff0000 );
pointLight.position.set( 0, 0, 10 );
scene.add( pointLight );
[page:Light] &rarr;
[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
......
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