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<!DOCTYPE html>
<html lang="zh">
<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;
<h1>[name]</h1>
<p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
<h2>代码示例</h2>
<code>
const spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 10, 10, 10 );
scene.add( spotLight );
const spotLightHelper = new THREE.SpotLightHelper( spotLight );
scene.add( spotLightHelper );
</code>
<h2>例子</h2>
<p>[example:webgl_lights_spotlights WebGL / lights / spotlights ]</p>
<h2>构造函数</h2>
<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
<p>
[page:SpotLight light] -- 被模拟的聚光灯 [page:SpotLight] . <br /><br/>
[page:Hex color] -- (可选的) 如果没有赋值辅助对象将使用光源的颜色.
</p>
<h2>属性</h2>
<p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:LineSegments cone]</h3>
<p>用于模拟光源的 [page:LineSegments] 类型对象.</p>
<h3>[property:SpotLight light]</h3>
<p>被模拟的聚光灯 [page:SpotLight] .</p>
<h3>[property:Object matrix]</h3>
<p>请参考聚光灯的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用聚光灯的 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:hex color]</h3>
<p>
构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
<h2>方法</h2>
<p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[method:undefined dispose]()</h3>
<p>销毁该聚光灯辅助对象.</p>
<h3>[method:undefined update]()</h3>
<p>更新聚光灯辅助对象.</p>
<h2>源码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>