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Docs: Update LightShadow.

Mugen87 5 năm trước cách đây
mục cha
commit
1bae4e9519

+ 18 - 4
docs/api/en/lights/shadows/LightShadow.html

@@ -28,6 +28,12 @@
 
 		<h2>Properties</h2>
 
+		<h3>[property:Boolean autoUpdate]</h3>
+		<p>
+			Enables automatic updates of the light's shadow. Default is *true*.
+			If you do not require dynamic lighting / shadows, you may set this to *false*.
+		</p>
+
 		<h3>[property:Camera camera]</h3>
 		<p>
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
@@ -40,10 +46,6 @@
 			The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
 		</p>
 
-		<h3>[property:Float normalBias]</h3>
-		<p>Defines how much the position used to query the shadow map is offset along the object normal.</p>
-		<p>The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.</p>
-
 		<h3>[property:WebGLRenderTarget map]</h3>
 		<p>
 			The depth map generated using the internal camera; a location beyond a pixel's depth is
@@ -72,6 +74,18 @@
 			in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
 		</p>
 
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
+			If you have set [page:.autoUpdate] to *false*, you will need to set this property to *true* and then make a render call to update the light's shadow.
+		</p>
+
+		<h3>[property:Float normalBias]</h3>
+		<p>
+			Defines how much the position used to query the shadow map is offset along the object normal.
+			The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
+		</p>
+
 		<h3>[property:Float radius]</h3>
 		<p>
 			Setting this to values greater than 1 will blur the edges of the shadow.<br />

+ 22 - 8
docs/api/zh/lights/shadows/LightShadow.html

@@ -27,6 +27,12 @@
 
 		<h2>属性</h2>
 
+		<h3>[property:Boolean autoUpdate]</h3>
+		<p>
+			Enables automatic updates of the light's shadow. Default is *true*.
+			If you do not require dynamic lighting / shadows, you may set this to *false*.
+		</p>
+
 		<h3>[property:Camera camera]</h3>
 		<p>
 			光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
@@ -38,10 +44,6 @@
 			默认值为0.此处非常小的调整(大约0.0001)可能有助于减少阴影中的伪影
 		</p>
 
-		<h3>[property:Float normalBias]</h3>
-		<p>Defines how much the position used to query the shadow map is offset along the object normal.</p>
-		<p>The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.</p>
-
 		<h3>[property:WebGLRenderTarget map]</h3>
 		<p>
 			使用内置摄像头生成的深度图;超出像素深度的位置在阴影中。在渲染期间内部计算。
@@ -49,7 +51,7 @@
 
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<p>
-			The distribution map generated using the internal camera; an occlusion is calculated based 
+			The distribution map generated using the internal camera; an occlusion is calculated based
 			on the distribution of depths. Computed internally during rendering.
 		</p>
 
@@ -68,20 +70,32 @@
 			模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
 		</p>
 
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
+			If you have set [page:.autoUpdate] to *false*, you will need to set this property to *true* and then make a render call to update the light's shadow.
+		</p>
+
+		<h3>[property:Float normalBias]</h3>
+		<p>
+			Defines how much the position used to query the shadow map is offset along the object normal.
+			The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
+		</p>
+
 		<h3>[property:Float radius]</h3>
 		<p>
 			将此值设置为大于1的值将模糊阴影的边缘。<br />
 
 			较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has 
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
 			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
-			
+
 			请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
 		</p>
 
 
 		<h2>方法</h2>
-		
+
 		<h3>[method:Vector2 getFrameExtents]()</h3>
 		<p>
 		Used internally by the renderer to extend the shadow map to contain all viewports

+ 2 - 0
src/lights/LightShadow.d.ts

@@ -17,6 +17,8 @@ export class LightShadow {
 	map: RenderTarget;
 	mapPass: RenderTarget;
 	matrix: Matrix4;
+	autoUpdate: boolean;
+	needsUpdate: boolean;
 
 	copy( source: LightShadow ): this;
 	clone( recursive?: boolean ): this;