1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203
|
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Object3D] → [page:Light] →
<h1>[name]</h1>
<p class="desc">
This light gets emitted from a single point in one direction, along a cone that increases in size
the further from the light it gets. <br /><br />
This light can cast shadows - see the [page:SpotLightShadow] page for details.
</p>
<h2>Example</h2>
<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
<p>
[example:webgl_lights_spotlight View in Examples ]
</p>
<h2>Other Examples</h2>
<p>
[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
[example:webgl_loader_md2 loader / md2 ]<br />
[example:webgl_shading_physical shading / physical ]<br />
[example:webgl_materials_bumpmap materials / bumpmap]<br/>
[example:webgl_shading_physical shading / physical]<br/>
[example:webgl_shadowmap shadowmap]<br/>
[example:webgl_shadowmap_performance shadowmap / performance]<br/>
[example:webgl_shadowmap_viewer shadowmap / viewer]
</p>
<h2>Code Example</h2>
<code>
// white spotlight shining from the side, casting a shadow
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = 500;
spotLight.shadow.camera.far = 4000;
spotLight.shadow.camera.fov = 30;
scene.add( spotLight );
</code>
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )</h3>
<p>
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
[page:Float distance] - Maximum range of the light. Default is 0 (no limit).<br />
[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
bound is Math.PI/2.<br />
[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
Takes values between zero and 1. Default is zero.<br />
[page:Float decay] - The amount the light dims along the distance of the light.<br /><br />
Creates a new [name].
</p>
<h2>Properties</h2>
See the base [page:Light Light] class for common properties.
<h3>[property:Float angle]</h3>
<p>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than
*Math.PI/2*. The default is *Math.PI/3*.
</p>
<h3>[property:Boolean castShadow]</h3>
<p>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
The default is *false*.
</p>
<h3>[property:Float decay]</h3>
<p>
The amount the light dims along the distance of the light.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
physically realistic light falloff. The default is *1*.
</p>
<h3>[property:Float distance]</h3>
<p>
<em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
non-zero, light will attenuate linearly from maximum intensity at the light's position down to
zero at this distance from the light.
</p>
<p>
<em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
is zero, light will attenuate according to inverse-square law to infinite distance. When
distance is non-zero, light will attenuate according to inverse-square law until near the
distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
are not physically correct.
</p>
<p>
Default is *0.0*.
</p>
<h3>[property:Boolean isSpotLight]</h3>
<p>
Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</p>
<h3>[property:Float penumbra]</h3>
<p>
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
zero and 1. The default is *0.0*.
</p>
<h3>[property:Vector3 position]</h3>
<p>
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
</p>
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
This is directly related to the [page:.intensity intensity] in the ratio
<code>
power = intensity * π
</code>
and changing this will also change the intensity.
</p>
<h3>[property:SpotLightShadow shadow]</h3>
<p>
A [page:SpotLightShadow] used to calculate shadows for this light.
</p>
<h3>[property:Object3D target]</h3>
<p>
The Spotlight points from its [page:.position position] to target.position. The default
position of the target is *(0, 0, 0)*.<br />
*Note*: For the target's position to be changed to anything other than the default,
it must be added to the [page:Scene scene] using
<code>
scene.add( light.target );
</code>
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
updated each frame.<br /><br />
It is also possible to set the target to be another object in the scene (anything with a
[page:Object3D.position position] property), like so:
<code>
var targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
</code>
The spotlight will now track the target object.
</p>
<h2>Methods</h2>
See the base [page:Light Light] class for common methods.
<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
<p>
Copies value of all the properties from the [page:SpotLight source] to this
SpotLight.
</p>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
|