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@@ -20,46 +20,45 @@
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are parallel.
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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 DirectionalLight and turn on shadows for the light
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-var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
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-light.position.set( 0, 1, 0 ); //default; light shining from top
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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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+ <h2>Code Example</h2>
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+
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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 DirectionalLight and turn on shadows for the light
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+ var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
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+ light.position.set( 0, 1, 0 ); //default; light shining from top
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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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<h2>Constructor</h2>
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<h3>[name]( )</h3>
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