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[page:Object3D] → [page:Light] →
<h1>[name]</h1>
<p class="desc">
A light that gets emitted from a single point in all directions. A common use case for this
is to replicate the light emitted from a bare lightbulb.<br /><br />
This light can cast shadows - see [page:LightShadow] page for details.
</p>
<h2>Example</h2>
<p>
[example:webgl_lights_pointlights lights / pointlights ]<br />
[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
[example:webgldeferred_animation animation ]<br />
[example:webgl_effects_anaglyph effects / anaglyph ]<br />
[example:webgl_geometry_text geometry / text ]<br />
[example:webgl_lensflares lensflares ]
</p>
<code>
var light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
</code>
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [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:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
[page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
Creates a new [name].
</p>
<h2>Properties</h2>
<p>
See the base [page:Light Light] class for common properties.
</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.<br/>
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 isPointLight]</h3>
<p>
Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</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 * 4π
</code>
and changing this will also change the intensity.
</p>
<h3>[property:LightShadow shadow]</h3>
<p>
A [page:LightShadow] used to calculate shadows for this light.<br /><br />
The lightShadow's [page:LightShadow.camera camera]
is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500.
</p>
<h2>Methods</h2>
<p>
See the base [page:Light Light] class for common methods.
</p>
<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
<p>
Copies value of all the properties from the [page:PointLight source] to this
PointLight.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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