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<!DOCTYPE html>
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<html lang="zh">
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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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环境光会均匀的照亮场景中的所有物体。<br /><br />
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环境光不能用来投射阴影,因为它没有方向。
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</p>
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<h2>代码示例</h2>
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<code>
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const light = new THREE.AmbientLight( 0x404040 ); // soft white light
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scene.add( light );
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</code>
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<h2>例子</h2>
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<p>
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[example:webgl_animation_cloth animation / cloth ]<br />
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[example:webgl_animation_skinning_blending animation / skinning / blending ]
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</p>
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<h2>构造函数</h2>
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<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
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<p>
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[page:Integer color] - (参数可选)颜色的rgb数值。缺省值为 0xffffff。<br />
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[page:Float intensity] - (参数可选)光照的强度。缺省值为 1。<br /><br />
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创建一个环境光对象。
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</p>
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<h2>属性</h2>
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<p>
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公共属性请查看基类 [page:Light Light]。
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</p>
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<h3>[property:Boolean castShadow]</h3>
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<p>
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这个参数在对象构造的时候就被设置成了 *undefined* 。因为环境光不能投射阴影。
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</p>
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<h2>方法</h2>
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<p>
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公共方法请查看基类[page:Light Light]。
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</p>
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<h2>源码</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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