80 lines
2.3 KiB
HTML
80 lines
2.3 KiB
HTML
<!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>平面光光源([name])</h1>
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<p class="desc">
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平面光光源从一个矩形平面上均匀地发射光线。这种光源可以用来模拟像明亮的窗户或者条状灯光光源。<br /><br />
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注意事项:
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<ul>
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<li>不支持阴影。</li>
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<li>只支持 [page:MeshStandardMaterial MeshStandardMaterial] 和 [page:MeshPhysicalMaterial MeshPhysicalMaterial] 两种材质。</li>
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<li>你必须在你的场景中加入 [link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] ,并调用*init()*。</li>
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</ul>
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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 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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rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
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scene.add( rectLightHelper );
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</code>
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<h2>例子</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>构造器(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] - (可选参数) 十六进制数字表示的光照颜色。缺省值为 0xffffff (白色)<br />
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[page:Float intensity] - (可选参数) 光源强度/亮度 。缺省值为 1。<br />
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[page:Float width] - (可选参数) 光源宽度。缺省值为 10。<br />
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[page:Float height] - (可选参数) 光源高度。缺省值为 10。<br /><br />
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创建一个新的平行光。
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</p>
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<h2>属性(Properties)</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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<h2>方法(Methods)</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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<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
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<p>
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将所有属性的值从源 [page:RectAreaLight source] 复制到此平面光光源对象。
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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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