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115 lines
3.2 KiB
115 lines
3.2 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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RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
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used to simulate light sources such as bright windows or strip lighting.<br /><br />
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Important Notes:
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<ul>
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<li>There is no shadow support.</li>
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<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
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<li>You have to include [link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call `init()`.</li>
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</ul>
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</p>
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<h2>Code Example</h2>
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<code>
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const width = 10;
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const height = 10;
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const intensity = 1;
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const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
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rectLight.position.set( 5, 5, 0 );
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rectLight.lookAt( 0, 0, 0 );
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scene.add( rectLight )
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const rectLightHelper = new RectAreaLightHelper( rectLight );
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rectLight.add( rectLightHelper );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_lights_rectarealight WebGL / rectarealight ]
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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:Float width], [param:Float height] )</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) the light's intensity, or brightness. Default is 1.<br />
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[page:Float width] - (optional) width of the light. Default is 10.<br />
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[page:Float height] - (optional) height of the light. Default is 10.<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 height]</h3>
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<p>
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The height of the light.
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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 luminance
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(brightness) of the light measured in nits (cd/m^2).<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:Boolean isRectAreaLight]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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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:Float width]</h3>
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<p>
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The width of the light.
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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:this copy]( [param:RectAreaLight source] )</h3>
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<p>
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Copies value of all the properties from the [page:RectAreaLight source] to this
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RectAreaLight.
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</p>
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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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