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@@ -12,58 +12,17 @@
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<h1>[name]</h1>
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<p class="desc">
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- 这在 [page:PointLight PointLights] 内部用于计算阴影,也可用作其他阴影类的基类。
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+ 该类作为其他阴影类的基类来使用。
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</p>
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- <h2>例子</h2>
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- <p>
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- <code>
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-//Create a WebGLRenderer and turn on shadows in the renderer
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-var renderer = new THREE.WebGLRenderer();
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-renderer.shadowMap.enabled = true;
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-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
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-
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-//Create a PointLight and turn on shadows for the light
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-var light = new THREE.PointLight( 0xffffff, 1, 100 );
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-light.position.set( 0, 10, 0 );
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-light.castShadow = true; // default false
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-scene.add( light );
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-
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-//Set up shadow properties for the light
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-light.shadow.mapSize.width = 512; // default
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-light.shadow.mapSize.height = 512; // default
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-light.shadow.camera.near = 0.5; // default
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-light.shadow.camera.far = 500 // default
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-
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-//Create a sphere that cast shadows (but does not receive them)
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-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
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-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
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-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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-sphere.castShadow = true; //default is false
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-sphere.receiveShadow = false; //default
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-scene.add( sphere );
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-
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-//Create a plane that receives shadows (but does not cast them)
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-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
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-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
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-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
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-plane.receiveShadow = true;
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-scene.add( plane );
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-
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-//Create a helper for the shadow camera (optional)
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-var helper = new THREE.CameraHelper( light.shadow.camera );
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-scene.add( helper );
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- </code>
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- </p>
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-
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<h2>构造函数</h2>
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<h3>[name]( [param:Camera camera] )</h3>
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<p>
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[page:Camera camera] - 在光的世界里<br /><br />
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- 创建一个新的[name]。这不能直接调用的 - 它由[page:PointLight]在内部调用,或者由其他阴影用作基类。
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+ 创建一个新的[name]。这不能直接调用的 - 它由其他阴影用作基类。
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</p>
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<h2>属性</h2>
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@@ -84,7 +43,6 @@ scene.add( helper );
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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。
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</p>
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-
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<h3>[property:Vector2 mapSize]</h3>
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<p>
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一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
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@@ -113,9 +71,34 @@ scene.add( helper );
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<h2>方法</h2>
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+
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+ <h3>[method:Vector2 getFrameExtents]()</h3>
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+ <p>
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+ Used internally by the renderer to extend the shadow map to contain all viewports
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+ </p>
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+
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+ <h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
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+ <p>
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+ Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
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+
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+ light -- the light for which the shadow is being rendered.<br />
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+ viewCamera -- the camera view for which the shadow is being rendered.<br />
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+ viewportIndex -- calculates the matrix for this viewport
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+ </p>
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+
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+ <h3>[method:Frustum getFrustum]()</h3>
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+ <p>
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+ Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
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+ </p>
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+
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+ <h3>[method:number getViewportCount]()</h3>
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+ <p>
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+ Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
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+ </p>
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+
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<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
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<p>
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- 将[page:LightShadow]中的所有属性的值复制到 SpotLight。
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+ 将[page:LightShadow source]中的所有属性的值复制到该Light。
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</p>
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<h3>[method:LightShadow clone]()</h3>
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@@ -129,7 +112,8 @@ scene.add( helper );
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</p>
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<h2>源码</h2>
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-
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- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
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+ <p>
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
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+ </p>
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</body>
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</html>
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