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update the docs

supereggbert 6 years ago
parent
commit
b51f7f75ef

+ 29 - 47
docs/api/en/lights/shadows/LightShadow.html

@@ -12,60 +12,18 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
-			a base class for the other shadow classes.
+			Serves as a base class for the other shadow classes.
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-var light = new THREE.PointLight( 0xffffff, 1, 100 );
-light.position.set( 0, 10, 0 );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Camera camera] )</h3>
 		<h3>[name]( [param:Camera camera] )</h3>
 		<p>
 		<p>
 		[page:Camera camera] - the light's view of the world.<br /><br />
 		[page:Camera camera] - the light's view of the world.<br /><br />
 
 
-		Create a new [name]. This is not intended to be called directly - it is called
-		internally by [page:PointLight] or used as a base class by other light shadows.
+		Create a new [name]. This is not intended to be called directly - it is used as a base class by 
+		other light shadows.
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
@@ -88,7 +46,6 @@ scene.add( helper );
 			in shadow. Computed internally during rendering.
 			in shadow. Computed internally during rendering.
 		</p>
 		</p>
 
 
-
 		<h3>[property:Vector2 mapSize]</h3>
 		<h3>[property:Vector2 mapSize]</h3>
 		<p>
 		<p>
 			A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
 			A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
@@ -118,10 +75,35 @@ scene.add( helper );
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
+
+		<h3>[method:Vector2 getFrameExtents]()</h3>
+		<p>
+		Used internally by the renderer to extend the shadow map to contain all viewports
+		</p>
+
+		<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
+		<p>
+		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
+
+		light -- the light for which the shadow is being rendered.<br />
+		viewCamera -- the camera view for which the shadow is being rendered.<br />
+		viewportIndex -- calculates the matrix for this viewport
+		</p>
+
+		<h3>[method:Frustum getFrustum]()</h3>
+		<p>
+		Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
+		</p>
+
+		<h3>[method:number getViewportCount]()</h3>
+		<p>
+		Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
+		</p>
+
 		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
 		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
 		<p>
 		<p>
 		Copies value of all the properties from the [page:LightShadow source] to this
 		Copies value of all the properties from the [page:LightShadow source] to this
-		SpotLight.
+		Light.
 		</p>
 		</p>
 
 
 		<h3>[method:LightShadow clone]()</h3>
 		<h3>[method:LightShadow clone]()</h3>

+ 81 - 0
docs/api/en/lights/shadows/PointLightShadow.html

@@ -0,0 +1,81 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This is used internally by [page:PointLight PointLights] for calculating shadows
+		</p>
+
+
+		<h2>Example</h2>
+		<p>
+			<code>
+//Create a WebGLRenderer and turn on shadows in the renderer
+var renderer = new THREE.WebGLRenderer();
+renderer.shadowMap.enabled = true;
+renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+//Create a PointLight and turn on shadows for the light
+var light = new THREE.PointLight( 0xffffff, 1, 100 );
+light.position.set( 0, 10, 0 );
+light.castShadow = true;            // default false
+scene.add( light );
+
+//Set up shadow properties for the light
+light.shadow.mapSize.width = 512;  // default
+light.shadow.mapSize.height = 512; // default
+light.shadow.camera.near = 0.5;       // default
+light.shadow.camera.far = 500      // default
+
+//Create a sphere that cast shadows (but does not receive them)
+var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+sphere.castShadow = true; //default is false
+sphere.receiveShadow = false; //default
+scene.add( sphere );
+
+//Create a plane that receives shadows (but does not cast them)
+var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+plane.receiveShadow = true;
+scene.add( plane );
+
+//Create a helper for the shadow camera (optional)
+var helper = new THREE.CameraHelper( light.shadow.camera );
+scene.add( helper );
+			</code>
+		</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]( )</h3>
+		<p>
+			Creates a new [name]. This is not intended to be called directly - it is called
+			internally by [page:PointLight].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+			See the base [page:LightShadow LightShadow] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+			See the base [page:LightShadow LightShadow] class for common methods.
+		</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+	</body>
+</html>

+ 2 - 1
docs/list.js

@@ -217,8 +217,9 @@ var list = {
 			},
 			},
 
 
 			"Lights / Shadows": {
 			"Lights / Shadows": {
-				"DirectionalLightShadow": "api/en/lights/shadows/DirectionalLightShadow",
 				"LightShadow": "api/en/lights/shadows/LightShadow",
 				"LightShadow": "api/en/lights/shadows/LightShadow",
+				"PointLightShadow": "api/en/lights/shadows/PointLightShadow",
+				"DirectionalLightShadow": "api/en/lights/shadows/DirectionalLightShadow",
 				"SpotLightShadow": "api/en/lights/shadows/SpotLightShadow"
 				"SpotLightShadow": "api/en/lights/shadows/SpotLightShadow"
 			},
 			},