SpotLightShadow.html 3.5 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="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:LightShadow] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. This is used internally by [page:SpotLight SpotLights] for calculating shadows.
  14. </p>
  15. <h2>Code Example</h2>
  16. <code>
  17. //Create a WebGLRenderer and turn on shadows in the renderer
  18. const renderer = new THREE.WebGLRenderer();
  19. renderer.shadowMap.enabled = true;
  20. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  21. //Create a SpotLight and turn on shadows for the light
  22. const light = new THREE.SpotLight( 0xffffff );
  23. light.castShadow = true; // default false
  24. scene.add( light );
  25. //Set up shadow properties for the light
  26. light.shadow.mapSize.width = 512; // default
  27. light.shadow.mapSize.height = 512; // default
  28. light.shadow.camera.near = 0.5; // default
  29. light.shadow.camera.far = 500; // default
  30. light.shadow.focus = 1; // default
  31. //Create a sphere that cast shadows (but does not receive them)
  32. const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
  33. const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
  34. const 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. const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
  40. const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
  41. const plane = new THREE.Mesh( planeGeometry, planeMaterial );
  42. plane.receiveShadow = true;
  43. scene.add( plane );
  44. //Create a helper for the shadow camera (optional)
  45. const helper = new THREE.CameraHelper( light.shadow.camera );
  46. scene.add( helper );
  47. </code>
  48. <h2>Constructor</h2>
  49. <p>The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.</p>
  50. <h2>Properties</h2>
  51. <p>See the base [page:LightShadow LightShadow] class for common properties.</p>
  52. <h3>[property:Camera camera]</h3>
  53. <p>
  54. The light's view of the world. This is used to generate a depth map of the scene; objects behind
  55. other objects from the light's perspective will be in shadow.<br /><br />
  56. The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at `0.5`.
  57. The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
  58. [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
  59. [page:PerspectiveCamera.aspect aspect] property will track the aspect of the
  60. [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
  61. set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to `500`.
  62. </p>
  63. <h3>[property:Number focus]</h3>
  64. <p>
  65. Used to focus the shadow camera. The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is `[0, 1]`. Default is `1.0`.<br/>
  66. </p>
  67. <h3>[property:Boolean isSpotLightShadow]</h3>
  68. <p>
  69. Read-only flag to check if a given object is of type [name].
  70. </p>
  71. <h2>Methods</h2>
  72. <p>See the base [page:LightShadow LightShadow] class for common methods.</p>
  73. <h2>Source</h2>
  74. <p>
  75. [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
  76. </p>
  77. </body>
  78. </html>