📄 SpotLight.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/lights/SpotLight.js
📦 Imports¶
Name | Source |
---|---|
Light |
./Light.js |
SpotLightShadow |
./SpotLightShadow.js |
Object3D |
../core/Object3D.js |
Functions¶
SpotLight.dispose(): void
¶
Returns: void
Calls:
this.shadow.dispose
SpotLight.copy(source: any, recursive: any): this
¶
Parameters:
source
any
recursive
any
Returns: this
Calls:
super.copy
source.target.clone
source.shadow.clone
Code
Classes¶
SpotLight
¶
Class Code
class SpotLight extends Light {
/**
* Constructs a new spot light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
* @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
* @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
* @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
* @param {number} [decay=2] - The amount the light dims along the distance of the light.
*/
constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSpotLight = true;
this.type = 'SpotLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
/**
* The spot light points from its position to the
* target's position.
*
* For the target's position to be changed to anything other
* than the default, it must be added to the scene.
*
* It is also possible to set the target to be another 3D object
* in the scene. The light will now track the target object.
*
* @type {Object3D}
*/
this.target = new Object3D();
/**
* Maximum range of the light. `0` means no limit.
*
* @type {number}
* @default 0
*/
this.distance = distance;
/**
* Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
*
* @type {number}
* @default Math.PI/3
*/
this.angle = angle;
/**
* Percent of the spotlight cone that is attenuated due to penumbra.
* Value range is `[0,1]`.
*
* @type {number}
* @default 0
*/
this.penumbra = penumbra;
/**
* The amount the light dims along the distance of the light. In context of
* physically-correct rendering the default value should not be changed.
*
* @type {number}
* @default 2
*/
this.decay = decay;
/**
* A texture used to modulate the color of the light. The spot light
* color is mixed with the RGB value of this texture, with a ratio
* corresponding to its alpha value. The cookie-like masking effect is
* reproduced using pixel values (0, 0, 0, 1-cookie_value).
*
* *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* This property holds the light's shadow configuration.
*
* @type {SpotLightShadow}
*/
this.shadow = new SpotLightShadow();
}
/**
* The light's power. Power is the luminous power of the light measured in lumens (lm).
* Changing the power will also change the light's intensity.
*
* @type {number}
*/
get power() {
// compute the light's luminous power (in lumens) from its intensity (in candela)
// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
return this.intensity * Math.PI;
}
set power( power ) {
// set the light's intensity (in candela) from the desired luminous power (in lumens)
this.intensity = power / Math.PI;
}
dispose() {
this.shadow.dispose();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.distance = source.distance;
this.angle = source.angle;
this.penumbra = source.penumbra;
this.decay = source.decay;
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
}