mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-25 06:30:44 +02:00
173 lines
4.9 KiB
HTML
173 lines
4.9 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">A point light that can cast shadow in one direction.</div>
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<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
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<h2>Example</h2>
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<code>// white spotlight shining from the side, casting shadow
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var spotLight = new THREE.SpotLight( 0xffffff );
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spotLight.position.set( 100, 1000, 100 );
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spotLight.castShadow = true;
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spotLight.shadowMapWidth = 1024;
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spotLight.shadowMapHeight = 1024;
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spotLight.shadowCameraNear = 500;
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spotLight.shadowCameraFar = 4000;
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spotLight.shadowCameraFov = 30;
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scene.add( spotLight );</code>
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<h2>Constructor</h2>
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<h3>[name]([page:Integer hex], [page:Float intensity], [page:todo distance], [page:todo angle], [page:todo exponent])</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. <br />
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distance -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
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angle -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2. <br />
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exponent -- todo
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</div>
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<div>
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todo
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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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Spotlight focus points at target.position.<br />
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Default position — *(0,0,0)*.
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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:Float distance]</h3>
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<div>
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If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
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Default — *0.0*.
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</div>
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<h3>[property:Float angle]</h3>
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<div>
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Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
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Default — *Math.PI/3*.
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</div>
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<h3>[property:Float exponent]</h3>
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<div>
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Rapidity of the falloff of light from its target direction.<br />
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Default — *10.0*.
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</div>
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<h3>[property:Boolean castShadow]</h3>
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<div>
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If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
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Default — *false*.
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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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Perspective shadow camera frustum <em>near</em> 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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Perspective shadow camera frustum <em>far</em> parameter.<br />
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Default — *5000*.
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</div>
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<h3>[property:Float shadowCameraFov]</h3>
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<div>
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Perspective shadow camera frustum <em>field of view</em> parameter.<br />
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Default — *50*.
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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: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:PerspectiveCamera 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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