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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../../" />
- <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:PointLight PointLights] for calculating
- shadows.
- </p>
- <h2>Code Example</h2>
- <code>
- //Create a WebGLRenderer and turn on shadows in the renderer
- const renderer = new THREE.WebGLRenderer();
- renderer.shadowMap.enabled = true;
- renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
- //Create a PointLight and turn on shadows for the light
- const light = new THREE.PointLight( 0xffffff, 1, 100 );
- light.position.set( 0, 10, 4 );
- 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)
- const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
- const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
- const 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)
- const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
- const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
- const plane = new THREE.Mesh( planeGeometry, planeMaterial );
- plane.receiveShadow = true;
- scene.add( plane );
- //Create a helper for the shadow camera (optional)
- const helper = new THREE.CameraHelper( light.shadow.camera );
- scene.add( helper );
- </code>
- <h2>Constructor</h2>
- <h3>[name]( )</h3>
- <p>
- Creates a new [name]. This is not intended to be called directly - it is
- called internally by [page:PointLight].
- </p>
- <h2>Properties</h2>
- <p>
- See the base [page:LightShadow LightShadow] class for common properties.
- </p>
- <h3>[property:Boolean isPointLightShadow]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h2>Methods</h2>
- <p>See the base [page:LightShadow LightShadow] class for common methods.</p>
- <h3>
- [method:undefined updateMatrices]( [param:Light light], [param:number viewportIndex])
- </h3>
- <p>
- Update the matrices for the camera and shadow, used internally by the
- renderer.<br /><br />
- light -- the light for which the shadow is being rendered.<br />
- viewportIndex -- calculates the matrix for this viewport
- </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>
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