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">
			这在SpotLights内部用于计算阴影。
		</p>

		<h2>例子</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>构造函数</h2>
		构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图
		<h2>属性</h2>
		有关常用属性,请参阅基础LightShadow类。
	 <h3>[property:Camera camera]</h3>
	 <p>
		 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 />

		 默认值为PerspectiveCamera,近剪裁平面为0.5。 fov将通过更新方法跟踪拥有SpotLight的角度属性。同样,aspect属性将跟踪mapSize的方面。如果设置了灯光的距离属性,则远剪裁平面将跟踪该值,否则默认为500。

	 </p>

	 <h3>[property:Boolean isSpotLightShadow]</h3>
	 <p>

		 用于检查此类或派生类是否为聚光灯阴影。默认为true。<br /><br />
		 您不应该更改它,因为它在内部用于优化。
	 </p>

		<h2>方法</h2>
		有关常用方法,请参阅基础LightShadow类。
		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
		<p>
			根据传入的[page:SpotLight light]更新内部透视[page:.camera camera]。
		</p>

		<h2>Source</h2>

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