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@types/three

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import { JSONMeta, Object3D } from "../core/Object3D.js"; import { ColorRepresentation } from "../math/Color.js"; import { Texture } from "../textures/Texture.js"; import { Light, LightJSON } from "./Light.js"; import { LightShadowJSON } from "./LightShadow.js"; import { SpotLightShadow } from "./SpotLightShadow.js"; export interface SpotLightJSON extends LightJSON { distance: number; angle: number; decay: number; penumbra: number; target: string; map?: string | undefined; shadow: LightShadowJSON; } /** * This light gets emitted from a single point in one direction, along a cone * that increases in size the further from the light it gets. * * This light can cast shadows - see the {@link SpotLightShadow} for details. * * ```js * // white spotlight shining from the side, modulated by a texture * const spotLight = new THREE.SpotLight( 0xffffff ); * spotLight.position.set( 100, 1000, 100 ); * spotLight.map = new THREE.TextureLoader().load( url ); * * spotLight.castShadow = true; * spotLight.shadow.mapSize.width = 1024; * spotLight.shadow.mapSize.height = 1024; * spotLight.shadow.camera.near = 500; * spotLight.shadow.camera.far = 4000; * spotLight.shadow.camera.fov = 30;s * ``` */ export 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?: ColorRepresentation, intensity?: number, distance?: number, angle?: number, penumbra?: number, decay?: number, ); /** * This flag can be used for type testing. * * @default true */ readonly isSpotLight: boolean; /** * 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. */ target: Object3D; /** * Maximum range of the light. `0` means no limit. * * @default 0 */ distance: number; /** * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. * * @default Math.PI/3 */ angle: number; /** * Percent of the spotlight cone that is attenuated due to penumbra. * Value range is `[0,1]`. * * @default 0 */ penumbra: number; /** * The amount the light dims along the distance of the light. In context of * physically-correct rendering the default value should not be changed. * * @default 2 */ decay: number; /** * 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`. * * @default null */ map: Texture | null; /** * This property holds the light's shadow configuration. */ shadow: SpotLightShadow; set power(power: number); /** * 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. */ get power(): number; copy(source: SpotLight, recursive?: boolean): this; toJSON(meta?: JSONMeta): SpotLightJSON; }