PointLightShadow.html 2.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. 该类在内部由[page:PointLight PointLights]所使用,以用于计算阴影。
  14. </p>
  15. <h2>示例</h2>
  16. <p>
  17. <code>
  18. //Create a WebGLRenderer and turn on shadows in the renderer
  19. var renderer = new THREE.WebGLRenderer();
  20. renderer.shadowMap.enabled = true;
  21. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  22. //Create a PointLight and turn on shadows for the light
  23. var light = new THREE.PointLight( 0xffffff, 1, 100 );
  24. light.position.set( 0, 10, 0 );
  25. light.castShadow = true; // default false
  26. scene.add( light );
  27. //Set up shadow properties for the light
  28. light.shadow.mapSize.width = 512; // default
  29. light.shadow.mapSize.height = 512; // default
  30. light.shadow.camera.near = 0.5; // default
  31. light.shadow.camera.far = 500 // default
  32. //Create a sphere that cast shadows (but does not receive them)
  33. var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
  34. var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
  35. var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  36. sphere.castShadow = true; //default is false
  37. sphere.receiveShadow = false; //default
  38. scene.add( sphere );
  39. //Create a plane that receives shadows (but does not cast them)
  40. var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
  41. var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
  42. var plane = new THREE.Mesh( planeGeometry, planeMaterial );
  43. plane.receiveShadow = true;
  44. scene.add( plane );
  45. //Create a helper for the shadow camera (optional)
  46. var helper = new THREE.CameraHelper( light.shadow.camera );
  47. scene.add( helper );
  48. </code>
  49. </p>
  50. <h2>构造函数</h2>
  51. <h3>[name]( )</h3>
  52. <p>
  53. 创建一个新的[name]。该方法不是直接调用的 —— 其在内部由[page:PointLight]调用。
  54. </p>
  55. <h2>属性</h2>
  56. <p>
  57. 共有属性请参见其基类[page:LightShadow LightShadow]。
  58. </p>
  59. <h2>方法</h2>
  60. <p>
  61. 共有方法请参见其基类[page:LightShadow LightShadow]。
  62. </p>
  63. <h3>[method:null updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
  64. <p>
  65. Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
  66. light -- the light for which the shadow is being rendered.<br />
  67. viewportIndex -- calculates the matrix for this viewport
  68. </p>
  69. <h2>源代码</h2>
  70. <p>
  71. [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
  72. </p>
  73. </body>
  74. </html>