File: SpotLightShadow.html

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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:LightShadow] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			This is used internally by [page:SpotLight SpotLights] for calculating shadows.
		</p>

		<h2>Example</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 SpotLight and turn on shadows for the light
var light = new THREE.SpotLight( 0xffffff );
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>Constructor</h2>

		The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.

		<h2>Properties</h2>
		See the base [page:LightShadow LightShadow] class for common properties.


	 <h3>[property:Camera camera]</h3>
	 <p>
		 The light's view of the world. This is used to generate a depth map of the scene; objects behind
		 other objects from the light's perspective will be in shadow.<br /><br />

		 The default is a  [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
		 The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
		 [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
		 [page:PerspectiveCamera.aspect aspect] property will track the aspect of the
		 [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
		 set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.

	 </p>

	 <h3>[property:Boolean isSpotLightShadow]</h3>
	 <p>
		 Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />

		 You should not change this, as it used internally for optimisation.
	 </p>

		<h2>Methods</h2>
		See the base [page:LightShadow LightShadow] class for common methods.

		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
		<p>
		Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
		</p>
	</body>
</html>