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:
const width = 10;
const height = 10;
const intensity = 1;
const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
rectLight.position.set( 5, 5, 0 );
rectLight.lookAt( 0, 0, 0 );
scene.add( rectLight )
const rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
rectLight.add( rectLightHelper );
[example:webgl_lights_rectarealight WebGL / rectarealight ]
[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].
See the base [page:Light Light] class for common properties.
The light's intensity. Default is *1*.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminance
(brightness) of the light measured in nits (cd/m^2).
Changing the intensity will also change the light's power.
The light's power.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
power of the light measured in lumens (lm).
Changing the power will also change the light's intensity.
See the base [page:Light Light] class for common methods.
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]