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- [page:LightShadow] →
- <h1>[name]</h1>
- <p class="desc">
- This is used internally by [page:SpotLight SpotLights] 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 SpotLight and turn on shadows for the light
- var light = new THREE.SpotLight( 0xffffff );
- 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>
- The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.
- <h2>Properties</h2>
- See the base [page:LightShadow LightShadow] class for common properties.
- <h3>[property:Camera camera]</h3>
- <p>
- The light's view of the world. This is used to generate a depth map of the scene; objects behind
- other objects from the light's perspective will be in shadow.<br /><br />
- The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
- The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
- [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
- [page:PerspectiveCamera.aspect aspect] property will track the aspect of the
- [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
- set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.
- </p>
- <h3>[property:Boolean isSpotLightShadow]</h3>
- <p>
- Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />
- You should not change this, as it used internally for optimisation.
- </p>
- <h2>Methods</h2>
- See the base [page:LightShadow LightShadow] class for common methods.
- <h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
- <p>
- Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
- </p>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
- </body>
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