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[page:LightShadow] →
<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]
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