[page:Object3D] → [page:Light] →
[name]
RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
used to simulate light sources such as bright windows or strip lighting.
Important Notes:
- There is no shadow support.
- Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.
- You have to include [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene.
Examples
[example:webgl_lights_rectarealight WebGL / rectarealight ]
var width = 10;
var height = 10;
var intensity = 1;
var rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
rectLight.position.set( 5, 5, 0 );
rectLight.lookAt( 0, 0, 0 );
scene.add( rectLight )
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
scene.add( rectLightHelper );
Constructor
[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).
[page:Float intensity] - (optional) the light's intensity, or brightness. Default is 1.
[page:Float width] - (optional) width of the light. Default is 10.
[page:Float height] - (optional) height of the light. Default is 10.
Creates a new [name].
Properties
See the base [page:Light Light] class for common properties.
[property:Boolean isRectAreaLight]
Used to check whether this or derived classes are RectAreaLights. Default is *true*.
You should not change this, as it used internally for optimisation.
Methods
See the base [page:Light Light] class for common methods.
[method:RectAreaLight copy]( [param:RectAreaLight source] )
Copies value of all the properties from the [page:RectAreaLight source] to this
RectAreaLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]