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@@ -12,60 +12,18 @@
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<h1>[name]</h1>
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<h1>[name]</h1>
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<p class="desc">
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<p class="desc">
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- This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
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- a base class for the other shadow classes.
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+ Serves as a base class for the other shadow classes.
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</p>
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</p>
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- <h2>Example</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>Constructor</h2>
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<h2>Constructor</h2>
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<h3>[name]( [param:Camera camera] )</h3>
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<h3>[name]( [param:Camera camera] )</h3>
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<p>
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<p>
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[page:Camera camera] - the light's view of the world.<br /><br />
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[page:Camera camera] - the light's view of the world.<br /><br />
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- Create a new [name]. This is not intended to be called directly - it is called
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- internally by [page:PointLight] or used as a base class by other light shadows.
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+ Create a new [name]. This is not intended to be called directly - it is used as a base class by
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+ other light shadows.
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</p>
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</p>
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<h2>Properties</h2>
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<h2>Properties</h2>
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@@ -88,7 +46,6 @@ scene.add( helper );
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in shadow. Computed internally during rendering.
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in shadow. Computed internally during rendering.
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</p>
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</p>
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-
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<h3>[property:Vector2 mapSize]</h3>
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<h3>[property:Vector2 mapSize]</h3>
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<p>
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<p>
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A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
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A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
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@@ -118,10 +75,35 @@ scene.add( helper );
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<h2>Methods</h2>
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<h2>Methods</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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<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
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<p>
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<p>
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Copies value of all the properties from the [page:LightShadow source] to this
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Copies value of all the properties from the [page:LightShadow source] to this
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- SpotLight.
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+ Light.
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</p>
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</p>
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<h3>[method:LightShadow clone]()</h3>
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<h3>[method:LightShadow clone]()</h3>
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