PointLightShadow.html 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990
  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. This is used internally by [page:PointLight PointLights] for calculating shadows.
  14. </p>
  15. <h2>Code Example</h2>
  16. <code>
  17. //Create a WebGLRenderer and turn on shadows in the renderer
  18. var renderer = new THREE.WebGLRenderer();
  19. renderer.shadowMap.enabled = true;
  20. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  21. //Create a PointLight and turn on shadows for the light
  22. var light = new THREE.PointLight( 0xffffff, 1, 100 );
  23. light.position.set( 0, 10, 0 );
  24. light.castShadow = true; // default false
  25. scene.add( light );
  26. //Set up shadow properties for the light
  27. light.shadow.mapSize.width = 512; // default
  28. light.shadow.mapSize.height = 512; // default
  29. light.shadow.camera.near = 0.5; // default
  30. light.shadow.camera.far = 500 // default
  31. //Create a sphere that cast shadows (but does not receive them)
  32. var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
  33. var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
  34. var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  35. sphere.castShadow = true; //default is false
  36. sphere.receiveShadow = false; //default
  37. scene.add( sphere );
  38. //Create a plane that receives shadows (but does not cast them)
  39. var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
  40. var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
  41. var plane = new THREE.Mesh( planeGeometry, planeMaterial );
  42. plane.receiveShadow = true;
  43. scene.add( plane );
  44. //Create a helper for the shadow camera (optional)
  45. var helper = new THREE.CameraHelper( light.shadow.camera );
  46. scene.add( helper );
  47. </code>
  48. <h2>Constructor</h2>
  49. <h3>[name]( )</h3>
  50. <p>
  51. Creates a new [name]. This is not intended to be called directly - it is called
  52. internally by [page:PointLight].
  53. </p>
  54. <h2>Properties</h2>
  55. <p>
  56. See the base [page:LightShadow LightShadow] class for common properties.
  57. </p>
  58. <h2>Methods</h2>
  59. <p>
  60. See the base [page:LightShadow LightShadow] class for common methods.
  61. </p>
  62. <h3>[method:null updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
  63. <p>
  64. Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
  65. light -- the light for which the shadow is being rendered.<br />
  66. viewportIndex -- calculates the matrix for this viewport
  67. </p>
  68. <h2>Source</h2>
  69. <p>
  70. [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
  71. </p>
  72. </body>
  73. </html>