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- <h1>[name]</h1>
- <p class="desc">
- 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。
- </p>
- <h2>例子</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>构造函数</h2>
- <h3>[name]( [param:Camera camera] )</h3>
- <p>
- [page:Camera camera] - 在光的世界里<br /><br />
- 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。
- </p>
- <h2>属性</h2>
- <h3>[property:Camera camera]</h3>
- <p>
- 光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
- </p>
- <h3>[property:Float bias]</h3>
- <p>
- 阴影贴图偏差,在确定曲面是否在阴影中时,从标准化深度添加或减去多少。<br />
- 默认值为0.此处非常小的调整(大约0.0001)可能有助于减少阴影中的伪影
- </p>
- <h3>[property:WebGLRenderTarget map]</h3>
- <p>
- 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。
- </p>
- <h3>[property:Vector2 mapSize]</h3>
- <p>
- 一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
- 较高的值会以计算时间为代价提供更好的阴影质量。值必须是2的幂,直到给定设备的[page:WebGLRenderer.capabilities].maxTextureSize,
- 虽然宽度和高度不必相同(例如,(512,1024)有效)。
- 默认值为*(512,512)*。
- </p>
- <h3>[property:Matrix4 matrix]</h3>
- <p>
- 模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
- </p>
- <h3>[property:Float radius]</h3>
- <p>
- 将此值设置为大于1的值将模糊阴影的边缘。<br />
- 较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br /><br />
- 请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
- </p>
- <h2>方法</h2>
- <h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
- <p>
- 将[page:LightShadow]中的所有属性的值复制到 SpotLight。
- </p>
- <h3>[method:LightShadow clone]()</h3>
- <p>
- 克隆与此相同属性的新LightShadow。
- </p>
- <h3>[method:Object toJSON]()</h3>
- <p>
- 序列化这个LightShadow。
- </p>
- <h2>源码</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
- </body>
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