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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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ffa231f3
编写于
3月 14, 2012
作者:
M
Mr.doob
浏览文件
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电子邮件补丁
差异文件
Docs: More lights progress.
上级
142ea7bc
变更
10
隐藏空白更改
内联
并排
Showing
10 changed file
with
128 addition
and
149 deletion
+128
-149
docs/api/cameras/OrthographicCamera.html
docs/api/cameras/OrthographicCamera.html
+1
-1
docs/api/cameras/PerspectiveCamera.html
docs/api/cameras/PerspectiveCamera.html
+1
-1
docs/api/core/Rectangle.html
docs/api/core/Rectangle.html
+3
-1
docs/api/lights/AmbientLight.html
docs/api/lights/AmbientLight.html
+9
-14
docs/api/lights/AmbientLight.rst
docs/api/lights/AmbientLight.rst
+0
-37
docs/api/lights/DirectionalLight.html
docs/api/lights/DirectionalLight.html
+88
-7
docs/api/lights/Light.rst
docs/api/lights/Light.rst
+0
-23
docs/api/lights/PointLight.html
docs/api/lights/PointLight.html
+25
-8
docs/api/lights/PointLight.rst
docs/api/lights/PointLight.rst
+0
-56
docs/api/lights/SpotLight.html
docs/api/lights/SpotLight.html
+1
-1
未找到文件。
docs/api/cameras/OrthographicCamera.html
浏览文件 @
ffa231f3
...
...
@@ -7,7 +7,7 @@
<h2>
Example
</h2>
<code>
var camera = new THREE.OrthographicCamera(
window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerH
eight / - 2, 1, 1000 );
<code>
var camera = new THREE.OrthographicCamera(
width / - 2, width / 2, height / 2, h
eight / - 2, 1, 1000 );
scene.add( camera );
</code>
...
...
docs/api/cameras/PerspectiveCamera.html
浏览文件 @
ffa231f3
...
...
@@ -7,7 +7,7 @@
<h2>
Example
</h2>
<code>
var camera = new THREE.PerspectiveCamera( 45, wi
ndow.innerWidth / window.innerH
eight, 1, 1000 );
<code>
var camera = new THREE.PerspectiveCamera( 45, wi
dth / h
eight, 1, 1000 );
scene.add( camera );
</code>
...
...
docs/api/core/Rectangle.html
浏览文件 @
ffa231f3
<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>
...
...
docs/api/lights/AmbientLight.html
浏览文件 @
ffa231f3
[page:Light]
→
[page:
Object3D]
→
[page:
Light]
→
<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>
...
...
docs/api/lights/AmbientLight.rst
已删除
100644 → 0
浏览文件 @
142ea7bc
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 );
docs/api/lights/DirectionalLight.html
浏览文件 @
ffa231f3
[page:Light]
→
[page:
Object3D]
→
[page:
Light]
→
<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>
...
...
docs/api/lights/Light.rst
已删除
100644 → 0
浏览文件 @
142ea7bc
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`
docs/api/lights/PointLight.html
浏览文件 @
ffa231f3
[page:Light]
→
[page:
Object3D]
→
[page:
Light]
→
<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>
...
...
docs/api/lights/PointLight.rst
已删除
100644 → 0
浏览文件 @
142ea7bc
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 );
docs/api/lights/SpotLight.html
浏览文件 @
ffa231f3
[page:Light]
→
[page:
Object3D]
→
[page:
Light]
→
<h1>
[name]
</h1>
...
...
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