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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<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>
<p class="desc">
RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
used to simulate light sources such as bright windows or strip lighting.<br /><br />
Important Notes:
<ul>
<li>There is no shadow support.</li>
<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
<li>You have to include [link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call `init()`.</li>
</ul>
</p>
<h2>Code Example</h2>
<code>
const width = 10;
const height = 10;
const intensity = 1;
const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
rectLight.position.set( 5, 5, 0 );
rectLight.lookAt( 0, 0, 0 );
scene.add( rectLight )
const rectLightHelper = new RectAreaLightHelper( rectLight );
rectLight.add( rectLightHelper );
</code>
<h2>Examples</h2>
<p>
[example:webgl_lights_rectarealight WebGL / rectarealight ]
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )</h3>
<p>
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
[page:Float intensity] - (optional) the light's intensity, or brightness. Default is 1.<br />
[page:Float width] - (optional) width of the light. Default is 10.<br />
[page:Float height] - (optional) height of the light. Default is 10.<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 height]</h3>
<p>
The height of the light.
</p>
<h3>[property:Float intensity]</h3>
<p>
The light's intensity. Default is `1`.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminance
(brightness) of the light measured in nits (cd/m^2).<br /><br />
Changing the intensity will also change the light's power.
</p>
<h3>[property:Boolean isRectAreaLight]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
power of the light measured in lumens (lm). <br /><br />
Changing the power will also change the light's intensity.
</p>
<h3>[property:Float width]</h3>
<p>
The width of the light.
</p>
<h2>Methods</h2>
<p>
See the base [page:Light Light] class for common methods.
</p>
<h3>[method:this copy]( [param:RectAreaLight source] )</h3>
<p>
Copies value of all the properties from the [page:RectAreaLight source] to this
RectAreaLight.
</p>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
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