Doodle3D-Slicer/three.js-master/docs/api/lights/SpotLight.html

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<script src="../../list.js"></script>
<script src="../../page.js"></script>
<link type="text/css" rel="stylesheet" href="../../page.css" />
</head>
<body>
[page:Object3D] &rarr; [page:Light] &rarr;
<h1>[name]</h1>
<div class="desc">A point light that can cast shadow in one direction.</div>
<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</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]([page:Integer hex], [page:Float intensity], [page:todo distance], [page:todo angle], [page:todo exponent])</h3>
<div>
[page:Integer hex] — Numeric value of the RGB component of the color. <br />
[page:Float intensity] — Numeric value of the light's strength/intensity. <br />
distance -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
angle -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2. <br />
exponent -- todo
</div>
<div>
todo
</div>
<h2>Properties</h2>
<h3>[property:Object3D target]</h3>
<div>
Spotlight focus points at target.position.<br />
Default position — *(0,0,0)*.
</div>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
</div>
<h3>[property: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>
<h3>[property:Float angle]</h3>
<div>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
Default — *Math.PI/3*.
</div>
<h3>[property:Float exponent]</h3>
<div>
Rapidity of the falloff of light from its target direction.<br />
Default — *10.0*.
</div>
<h3>[property: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>[property:Boolean onlyShadow]</h3>
<div>
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>[property:Float shadowCameraNear]</h3>
<div>
Perspective shadow camera frustum <em>near</em> parameter.<br />
Default — *50*.
</div>
<h3>[property:Float shadowCameraFar]</h3>
<div>
Perspective shadow camera frustum <em>far</em> parameter.<br />
Default — *5000*.
</div>
<h3>[property:Float shadowCameraFov]</h3>
<div>
Perspective shadow camera frustum <em>field of view</em> parameter.<br />
Default — *50*.
</div>
<h3>[property:Boolean shadowCameraVisible]</h3>
<div>
Show debug shadow camera frustum.<br />
Default — *false*.
</div>
<h3>[property:Float shadowBias]</h3>
<div>
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
Default — *0*.
</div>
<h3>[property:Float shadowDarkness]</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).<br />
Default — *0.5*.
</div>
<h3>[property:Integer shadowMapWidth]</h3>
<div>
Shadow map texture width in pixels.<br />
Default — *512*.
</div>
<h3>[property:Integer shadowMapHeight]</h3>
<div>
Shadow map texture height in pixels.<br />
Default — *512*.
</div>
<h3>[property:Vector2 shadowMapSize]</h3>
<div>
The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
</div>
<h3>[property:PerspectiveCamera shadowCamera]</h3>
<div>
The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
</div>
<h3>[property:Matrix4 shadowMatrix]</h3>
<div>
Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
</div>
<h3>[property:WebGLRenderTarget shadowMap]</h3>
<div>
The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
</div>
<h2>Methods</h2>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>