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							200 lines
						
					
					
						
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							200 lines
						
					
					
						
							6.5 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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											This light gets emitted from a single point in one direction, along a cone that increases in size
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											the further from the light it gets. <br /><br />
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											This light can cast shadows - see the [page:SpotLightShadow] 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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										// white spotlight shining from the side, modulated by a texture, casting a shadow
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										const spotLight = new THREE.SpotLight( 0xffffff );
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										spotLight.position.set( 100, 1000, 100 );
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										spotLight.map = new THREE.TextureLoader().load( url );
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										spotLight.castShadow = true;
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										spotLight.shadow.mapSize.width = 1024;
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										spotLight.shadow.mapSize.height = 1024;
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										spotLight.shadow.camera.near = 500;
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										spotLight.shadow.camera.far = 4000;
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										spotLight.shadow.camera.fov = 30;
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										scene.add( spotLight );
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										</code>
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										<h2>Examples</h2>
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										<p>
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											[example:webgl_lights_spotlight lights / spotlight ]<br />
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											[example:webgl_lights_spotlights lights / spotlights ]
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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 distance], [param:Radians angle], [param:Float penumbra], [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:Float distance] - Maximum range of the light. Default is 0 (no limit).<br />
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											[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
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											bound is Math.PI/2.<br />
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											[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
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											Takes values between zero and 1. Default is zero.<br />
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											[page:Float decay] - The amount the light dims along the distance of the light.<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>See the base [page:Light Light] class for common properties.</p>
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										<h3>[property:Float angle]</h3>
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										<p>
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											Maximum extent of the spotlight, in radians, from its direction. Should be no more than
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											`Math.PI/2`. The default is `Math.PI/3`.
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										</p>
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										<h3>[property:Boolean castShadow]</h3>
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										<p>
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											If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and
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											requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
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											The default is `false`.
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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:Boolean isSpotLight]</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 penumbra]</h3>
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										<p>
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											Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
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											zero and 1. The default is `0.0`.
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										</p>
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										<h3>[property:Vector3 position]</h3>
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										<p>
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											This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
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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:SpotLightShadow shadow]</h3>
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										<p>
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											A [page:SpotLightShadow] used to calculate shadows for this light.
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										</p>
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										<h3>[property:Object3D target]</h3>
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										<p>
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											The Spotlight points from its [page:.position position] to target.position. The default
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											position of the target is *(0, 0, 0)*.<br />
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											*Note*: For the target's position to be changed to anything other than the default,
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											it must be added to the [page:Scene scene] using
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											<code>
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												scene.add( light.target );
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											</code>
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											This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
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											updated each frame.<br /><br />
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											It is also possible to set the target to be another object in the scene (anything with a
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											[page:Object3D.position position] property), like so:
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											<code>
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								const targetObject = new THREE.Object3D();
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								scene.add(targetObject);
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								light.target = targetObject;
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											</code>
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											The spotlight will now track the target object.
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										</p>
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										<h3>[property:Texture map]</h3>
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										<p>
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											A [page:Texture] used to modulate the color of the light. The spot light color is mixed
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											with the RGB value of this texture, with a ratio corresponding to its
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											alpha value. The cookie-like masking effect is reproduced using pixel values (0, 0, 0, 1-cookie_value).
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											*Warning*: [param:SpotLight map] is disabled if [param:SpotLight castShadow] is *false*. 
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										</p>
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										<h2>Methods</h2>
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										<p>See the base [page:Light Light] class for common methods.</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:SpotLight source] )</h3>
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										<p>
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										Copies value of all the properties from the [page:SpotLight source] to this
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										SpotLight.
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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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