How to use the SpotLight function from three
Find comprehensive JavaScript three.SpotLight code examples handpicked from public code repositorys.
GitHub: dennisss/tansa
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this.camera = camera; scene.add( new THREE.AmbientLight( 0xf0f0f0 ) ); var light = new THREE.SpotLight( 0xffffff, 1.5 ); light.position.set( 0, 1500, 200 ); light.castShadow = true; light.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 70, 1, 200, 2000 ) ); light.shadow.bias = -0.000222;
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GitHub: avin/generative
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const whiteColor = 0xffffff; const lightMain = new THREE.HemisphereLight(whiteColor, 0xffffff, 0.42); scene.add(lightMain); const lightDir1 = new THREE.SpotLight(whiteColor, 0.98251, 30, Math.PI / 4, 2, 2); lightDir1.position.set(5, 7, 5); lightDir1.castShadow = true; scene.add(lightDir1);
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GitHub: ASSERT-KTH/ci-hackathon
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function addLigth(color, position){ group = new THREE.Group(); var bulbGeometry = new THREE.SphereGeometry(1, boxSize[1]/4, boxSize[1]/4); var spotLight = new THREE.SpotLight(Number(color)); var bulbLight = new THREE.PointLight(Number(color), 0.1); bulbLight.power = 0.25; bulbLight.decay = 1;
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lightNode = new THREE.PointLight(color); lightNode.distance = range; break; case "spot": lightNode = new THREE.SpotLight(color); lightNode.distance = range; // Handle spotlight properties. lightDef.spot = lightDef.spot || {}; lightDef.spot.innerConeAngle =
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lightNode = new THREE.PointLight( color ); lightNode.distance = range; break; case 'spot': lightNode = new THREE.SpotLight( color ); lightNode.distance = range; // Handle spotlight properties. lightDef.spot = lightDef.spot || {}; lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
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case 'point': lightNode = new three.PointLight(color); lightNode.distance = range; break; case 'spot': lightNode = new three.SpotLight(color); lightNode.distance = range; lightDef.spot = lightDef.spot || {}; lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;
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// 环境光-均匀的照亮场景中的所有物体,不能投射阴影 const Alight = new THREE.AmbientLight(0x404040) this.scene.add(Alight) // 添加聚光灯 const light = new THREE.SpotLight({ color: '#fff' }) // 需要开启阴影投射 light.castShadow = true return light }
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GitHub: JordanMachado/fluctus
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this.scene.add(this.planeAudio); this.plane = new Plane(); this.scene.add(this.plane); this.spotLight = new THREE.SpotLight( 0xffffff ); this.spotLight.position.set( 0, 1000, 0 ); this.spotLight.castShadow = true; this.spotLight.shadowMapWidth = 1024; this.spotLight.shadowMapHeight = 1024;
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GitHub: max0ne/logo_thing
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const cameraZ = (boundingBox.max.z - boundingBox.min.z) * 15; camera.position.z = 500; //cameraZ; const addLight = (xx, yy) => { let spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(xx, yy, 100); spotLight.castShadow = true;
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GitHub: FabricLabs/verse
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opacity: 0.2 }); // Lighting const ambient = new THREE.AmbientLight(0x404040); const spotlight = new THREE.SpotLight(0xffffff); const lightHelper = new THREE.SpotLightHelper(spotlight); // Voxels const selectionGlow = new THREE.PointLight(0xffffff, 1, 50);
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GitHub: teerzo/btx-face
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const initScene = function () { var light = new THREE.AmbientLight(0x404040); // soft white light app.scene.add(light); app.spotLight = new THREE.SpotLight(0xffffff, 1, 200, 10); app.spotLight.position.set(0, 5, 50); app.spotLight.update = (dt) => { let normal = new THREE.Vector3().copy(app.controls.target);
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GitHub: ASLS-org/studio
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this._yokeDummy = new THREE.Object3D(); this._beamDummy = new THREE.Object3D(); this._targetDummy = new THREE.Object3D(); this._boxHelperDummy = new THREE.Object3D(); this._spotLight = new THREE.SpotLight( this.colorTemp, SPOTLIGHT_PHYSICALLY_CORRECT_INTENSITY, SPOTLIGHT_PHYSICALLY_CORRECT_DISTANCE, MovingHead.degToRad(this.angle),
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GitHub: onlymg/webgl-react
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// add the scene to render in this.scene = new three.Scene() // this.scene.fog = new three.Fog(0x333333, 5, 40) // add light to scene const light = new three.SpotLight(0xffffff, 1) light.position.set(-50, 50, 0) // const h = new three.SpotLightHelper(light, 1, 0x333333) // this.scene.add(h)
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GitHub: VeinKowal/veins
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lightNode = new _three.PointLight(color); lightNode.distance = range; break; case 'spot': lightNode = new _three.SpotLight(color); lightNode.distance = range; // Handle spotlight properties. lightDef.spot = lightDef.spot || {}; lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
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GitHub: Cherna/cherna.github.io
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light.shadow.radius = 1; scene.add(light); console.log(light.shadow); var lightOp = new THREE.SpotLight(0xaaccff, 1, 0); lightOp.position.set(50, 20, -35); // lightOp.castShadow = true; // lightOp.shadow.bias = 0.0001; // lightOp.shadow.mapSize.width = 2048;
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penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value ); penumbra = Math.max( penumbra, 1 ); } model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay ); break; default: console.warn( 'FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
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light = new THREE.PointLight( color, intensity, distance ); break; case 'spot': light = new THREE.SpotLight( color, intensity, distance, angle ); light.position.set(0, 0, 1); break; case 'ambient':
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this.scene.add( ambient ); var directionalLight = new THREE.DirectionalLight( 0xdddddd ); directionalLight.position.set( 1, 1, 1 ).normalize(); this.scene.add( directionalLight ); var spot1 = new THREE.SpotLight( 0xffffff, 1 ); // spot1.position.set( 10, 20, 10 ); spot1.position.set( 10, 20, -30 ); spot1.angle = 0.25; spot1.distance = 1024;
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GitHub: demo3d/frame
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this.controls.push(new KeyboardControls(this)); this.controls.push(new GamepadControls(this)); } addLights () { var directionalLight = new THREE.SpotLight(0xffffff, 1.2); directionalLight.position.set(1, 1, 1).multiplyScalar(100); directionalLight.target.position.set(0, 0, 0); directionalLight.castShadow = true; directionalLight.shadow = new THREE.LightShadow(new THREE.PerspectiveCamera(25, 1, 10, 500));
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GitHub: ryo612/rhinestone
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controls.enabled = !options.enableSwoopingCamera; const scene = new THREE.Scene(); //const light = new THREE.DirectionalLight(0xfff0dd, 1); const light = new THREE.SpotLight(0xfff0dd, 0.5); light.position.set(radius * 2 + 100, radius * 2, 100); light.castShadow = true; light.shadow.mapSize.set(5200, 5200); scene.add(light);
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three.Vector3 is the most popular function in three (22341 examples)