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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; [page:Mesh] &rarr;
<h1>[name]</h1>
<p class="desc">
创建一个虚拟的球形网格 [page:Mesh] 的辅助对象来模拟
点光源 [page:PointLight].
</p>
<h2>代码示例</h2>
<code>
const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
pointLight.position.set( 10, 10, 10 );
scene.add( pointLight );
const sphereSize = 1;
const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
scene.add( pointLightHelper );
</code>
<h2>例子</h2>
<p>
[example:webgl_helpers WebGL / helpers]
</p>
<h2>构造函数</h2>
<h3>[name]( [param:PointLight light], [param:Float sphereSize], [param:Hex color] )</h3>
<p>
[page:PointLight light] -- 要模拟的光源. <br /><br />
[page:Float sphereSize] -- (可选的) 球形辅助对象的尺寸. 默认为 *1*.<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:Mesh] 页面查看公共属性.</p>
<h3>[property:PointLight light]</h3>
<p>被模拟的点光源 [page:PointLight] .</p>
<h3>[property:Object matrix]</h3>
<p>请参考点光源的世界矩阵 [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
使用点光源的 [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:Mesh] 页面查看公共方法.</p>
<h3>[method:undefined dispose]()</h3>
<p>销毁该点光源辅助对象.</p>
<h3>[method:undefined update]()</h3>
<p>更新辅助对象,与 [page:.light] 属性的位置保持一致.</p>
<h2>源码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>