|
@@ -73,6 +73,38 @@ THREE.DirectionalLight.prototype.clone = function () {
|
|
|
light.castShadow = this.castShadow;
|
|
|
light.onlyShadow = this.onlyShadow;
|
|
|
|
|
|
+ //
|
|
|
+
|
|
|
+ light.shadowCameraNear = this.shadowCameraNear;
|
|
|
+ light.shadowCameraFar = this.shadowCameraFar;
|
|
|
+
|
|
|
+ light.shadowCameraLeft = this.shadowCameraLeft;
|
|
|
+ light.shadowCameraRight = this.shadowCameraRight;
|
|
|
+ light.shadowCameraTop = this.shadowCameraTop;
|
|
|
+ light.shadowCameraBottom = this.shadowCameraBottom;
|
|
|
+
|
|
|
+ light.shadowCameraVisible = this.shadowCameraVisible;
|
|
|
+
|
|
|
+ light.shadowBias = this.shadowBias;
|
|
|
+ light.shadowDarkness = this.shadowDarkness;
|
|
|
+
|
|
|
+ light.shadowMapWidth = this.shadowMapWidth;
|
|
|
+ light.shadowMapHeight = this.shadowMapHeight;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ light.shadowCascade = this.shadowCascade;
|
|
|
+
|
|
|
+ light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
|
|
|
+ light.shadowCascadeCount = this.shadowCascadeCount;
|
|
|
+
|
|
|
+ light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
|
|
|
+ light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
|
|
|
+ light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
|
|
|
+
|
|
|
+ light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
|
|
|
+ light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
|
|
|
+
|
|
|
return light;
|
|
|
|
|
|
};
|