DirectionalLightShadow.html 2.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh">
  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. [page:LightShadow] &rarr;
  12. <h1>[name]</h1>
  13. <p class="desc">
  14. 这是用于在[page:DirectionalLight DirectionalLights]内部计算阴影<br /><br />
  15. 与其他阴影类不同,它是使用OrthographicCamera来计算阴影,而不是PerspectiveCamera。这是因为来自DirectionalLight的光线是平行的。
  16. </p>
  17. <h2>代码示例</h2>
  18. <code>
  19. //Create a WebGLRenderer and turn on shadows in the renderer
  20. var renderer = new THREE.WebGLRenderer();
  21. renderer.shadowMap.enabled = true;
  22. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  23. //Create a DirectionalLight and turn on shadows for the light
  24. var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
  25. light.position.set( 0, 1, 0 ); //default; light shining from top
  26. light.castShadow = true; // default false
  27. scene.add( light );
  28. //Set up shadow properties for the light
  29. light.shadow.mapSize.width = 512; // default
  30. light.shadow.mapSize.height = 512; // default
  31. light.shadow.camera.near = 0.5; // default
  32. light.shadow.camera.far = 500; // default
  33. //Create a sphere that cast shadows (but does not receive them)
  34. var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
  35. var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
  36. var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  37. sphere.castShadow = true; //default is false
  38. sphere.receiveShadow = false; //default
  39. scene.add( sphere );
  40. //Create a plane that receives shadows (but does not cast them)
  41. var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
  42. var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
  43. var plane = new THREE.Mesh( planeGeometry, planeMaterial );
  44. plane.receiveShadow = true;
  45. scene.add( plane );
  46. //Create a helper for the shadow camera (optional)
  47. var helper = new THREE.CameraHelper( light.shadow.camera );
  48. scene.add( helper );
  49. </code>
  50. <h2>构造函数</h2>
  51. <h3>[name]( )</h3>
  52. <p>
  53. 创建一个新的[name],不能直接调用-它是在[page:DirectionalLight DirectionalLights]内部调用使用
  54. </p>
  55. <h2>属性</h2>
  56. <p>
  57. 参阅[page:LightShadow LightShadow]类来了解常用的基本属性
  58. </p>
  59. <h3>[property:Camera camera]</h3>
  60. <p>
  61. 在光的世界里。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。<br /><br />
  62. </p>
  63. <h2>方法</h2>
  64. <p>
  65. 有关常用方法,请参阅基础[page:LightShadow LightShadow]类。
  66. </p>
  67. <h2>源码</h2>
  68. <p>
  69. [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
  70. </p>
  71. </body>
  72. </html>