mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-23 22:00:42 +02:00
209 lines
6.3 KiB
HTML
209 lines
6.3 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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[page:Object3D] → [page:Light] →
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<h1>[name]</h1>
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<div class="desc">
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Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
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</div>
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<h2>Example</h2>
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<code>// White directional light at half intensity shining from the top.
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var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
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directionalLight.position.set( 0, 1, 0 );
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scene.add( directionalLight );</code>
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<h2>Constructor</h2>
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<h3>[name]([page:Integer hex], [page:Float intensity])</h3>
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<div>
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[page:Integer hex] -- Numeric value of the RGB component of the color. <br />
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[page:Float intensity] -- Numeric value of the light's strength/intensity.
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</div>
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<div>
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Creates a light that shines from a specific direction not from a specific position. This light will behave
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as though it is infinitely far away and the rays produced from it are all parallel. The best
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analogy would be a light source that acts like the sun: the sun is so far away that all sunlight
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hitting objects comes from the same angle.
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</div>
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<h2>Properties</h2>
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<h3>[property:Object3D target]</h3>
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<div>
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Target used for shadow camera orientation.
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</div>
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<h3>[property:Float intensity]</h3>
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<div>
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Light's intensity.<br />
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Default — *1.0*.
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</div>
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<h3>[property:Boolean onlyShadow]</h3>
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<div>
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If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
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Default — *false*.
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</div>
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<h3>[property:Float shadowCameraNear]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *50*.
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</div>
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<h3>[property:Float shadowCameraFar]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *5000*.
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</div>
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<h3>[property:Float shadowCameraLeft]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *-500*.
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</div>
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<h3>[property:Float shadowCameraRight]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *500*.
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</div>
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<h3>[property:Float shadowCameraTop]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *500*.
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</div>
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<h3>[property:Float shadowCameraBottom]</h3>
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<div>
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Orthographic shadow camera frustum parameter.<br />
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Default — *-500*.
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</div>
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<h3>[property:Boolean shadowCameraVisible]</h3>
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<div>
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Show debug shadow camera frustum.<br />
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Default — *false*.
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</div>
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<h3>[property:Float shadowBias]</h3>
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<div>
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Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
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Default — *0*.
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</div>
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<h3>[property:Float shadowDarkness]</h3>
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<div>
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Darkness of shadow casted by this light (from *0* to *1*).<br />
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Default — *0.5*.
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</div>
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<h3>[property:Integer shadowMapWidth]</h3>
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<div>
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Shadow map texture width in pixels.<br />
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Default — *512*.
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</div>
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<h3>[property:Integer shadowMapHeight]</h3>
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<div>
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Shadow map texture height in pixels.<br />
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Default — *512*.
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</div>
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<h3>[property:Boolean shadowCascade]</h3>
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<div>
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**Experimental** If true, use a series of shadow maps in a cascade. This can give better z-depth resolution for a directional light. <br />
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Default — *false*.
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</div>
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<h3>[property:Integer shadowCascadeCount]</h3>
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<div>
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Number of shadow maps to allocate in a cascade (one after another). <br />
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Default — *2*.
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</div>
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<h3>[property:Vector3 shadowCascadeOffset]</h3>
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<div>
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A relative position to real camera where virtual shadow cameras are attached. A magic vector; scene and light orientation dependent. <br />
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Default — *Three.Vector3( 0, 0, -1000 )*.
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</div>
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<h3>[property:Array shadowCascadeBias]</h3>
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<div>
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An array of shadowMapBias values for the corresponding shadow map in the cascade, near to far. <br />
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Default — <strong>[ 0, 0, 0 ]</strong>.
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</div>
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<h3>[property:Array shadowCascadeWidth]</h3>
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<div>
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An array of shadowMapWidth values for the corresponding shadow map in the cascade, near to far. <br />
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Default — <strong>[ 512, 512, 512 ]</strong>.
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</div>
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<h3>[property:Array shadowCascadeHeight]</h3>
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<div>
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An array of shadowMapHeight values for the corresponding shadow map in the cascade, near to far. <br />
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Default — <strong>[ 512, 512, 512 ]</strong>.
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</div>
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<h3>[property:Array shadowCascadeNearZ]</h3>
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<div>
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An array of shadowMapNear values for the corresponding shadow map in the cascade, near to far. These typically start with -1.0 (near plane) and match with the previous shadowCascadeFarZ array value.<br />
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Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
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</div>
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<h3>[property:Array shadowCascadeFarZ]</h3>
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<div>
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An array of shadowMapFar values for the corresponding shadow map in the cascade, near to far. These typically match with the next shadowCascadeNearZ array value, ending in 1.0.<br />
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Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
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</div>
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<h3>[property:Array shadowCascadeArray]</h3>
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<div>
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Array of size shadowCascadeCount of [page:DirectionalLight THREE.DirectionalLight] objects. This holds the series of separate shadow maps in a cascade, near to far. Created internally.
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</div>
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<h3>[property:Vector2 shadowMapSize]</h3>
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<div>
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The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
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</div>
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<h3>[property:OrthographicCamera shadowCamera]</h3>
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<div>
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The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
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</div>
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<h3>[property:Matrix4 shadowMatrix]</h3>
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<div>
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Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
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</div>
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<h3>[property:WebGLRenderTarget shadowMap]</h3>
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<div>
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The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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</div>
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<h2>Methods</h2>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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