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129 lines
4.2 KiB
129 lines
4.2 KiB
<!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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<base href="../../../" />
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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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<p class="desc">
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A light that gets emitted from a single point in all directions. A common use case for this
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is to replicate the light emitted from a bare lightbulb.<br /><br />
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This light can cast shadows - see [page:PointLightShadow] page for details.
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</p>
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<h2>Code Example</h2>
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<code>
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const light = new THREE.PointLight( 0xff0000, 1, 100 );
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light.position.set( 50, 50, 50 );
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scene.add( light );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_lights_pointlights lights / pointlights ]<br />
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[example:webgl_effects_anaglyph effects / anaglyph ]<br />
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[example:webgl_geometry_text geometry / text ]<br />
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[example:webgl_lensflares lensflares ]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
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<p>
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[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
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[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br />
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[page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
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[page:Float decay] - The amount the light dims along the distance of the light. Default is 2.<br /><br />
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Creates a new [name].
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</p>
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<h2>Properties</h2>
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<p>
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See the base [page:Light Light] class for common properties.
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</p>
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<h3>[property:Float decay]</h3>
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<p>
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The amount the light dims along the distance of the light. Default is `2`.<br />
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In context of physically-correct rendering the default value should not be changed.
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</p>
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<h3>[property:Float distance]</h3>
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<p>
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`Default mode` — When distance is zero, light does not attenuate. When distance is
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non-zero, light will attenuate linearly from maximum intensity at the light's position down to
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zero at this distance from the light.
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</p>
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<p>
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`[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode` — When distance
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is zero, light will attenuate according to inverse-square law to infinite distance. When
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distance is non-zero, light will attenuate according to inverse-square law until near the
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distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
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are not physically correct.
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</p>
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<p>
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Default is `0.0`.
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</p>
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<h3>[property:Float intensity]</h3>
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<p>
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The light's intensity. Default is `1`.<br />
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In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous
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intensity of the light measured in candela (cd).<br /><br />
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Changing the intensity will also change the light's power.
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</p>
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<h3>[property:Float power]</h3>
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<p>
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The light's power.<br />
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In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
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power of the light measured in lumens (lm). <br /><br />
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Changing the power will also change the light's intensity.
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</p>
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<h3>[property:PointLightShadow shadow]</h3>
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<p>
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A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
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The lightShadow's [page:LightShadow.camera camera]
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is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
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[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
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clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500.
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</p>
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<h2>Methods</h2>
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<p>
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See the base [page:Light Light] class for common methods.
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</p>
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<h3>[method:undefined dispose]()</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
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</p>
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<h3>[method:this copy]( [param:PointLight source] )</h3>
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<p>
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Copies value of all the properties from the [page:PointLight source] to this
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PointLight.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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