1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103
|
<!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] →
<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>
|