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					96 lines
				
				2.9 KiB
			
		
		
			
		
	
	
					96 lines
				
				2.9 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										[page:LightShadow] →
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										<h1>[name]</h1>
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										<p class="desc">
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											This is used internally by [page:PointLight PointLights] for calculating shadows.
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										</p>
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										<h2>Code Example</h2>
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										<code>
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										//Create a WebGLRenderer and turn on shadows in the renderer
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										const renderer = new THREE.WebGLRenderer();
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										renderer.shadowMap.enabled = true;
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										renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
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										//Create a PointLight and turn on shadows for the light
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										const light = new THREE.PointLight( 0xffffff, 1, 100 );
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										light.position.set( 0, 10, 4 );
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										light.castShadow = true; // default false
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										scene.add( light );
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										//Set up shadow properties for the light
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										light.shadow.mapSize.width = 512; // default
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										light.shadow.mapSize.height = 512; // default
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										light.shadow.camera.near = 0.5; // default
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										light.shadow.camera.far = 500; // default
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										//Create a sphere that cast shadows (but does not receive them)
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										const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
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										const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
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										const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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										sphere.castShadow = true; //default is false
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										sphere.receiveShadow = false; //default
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										scene.add( sphere );
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										//Create a plane that receives shadows (but does not cast them)
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										const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
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										const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
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										const plane = new THREE.Mesh( planeGeometry, planeMaterial );
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										plane.receiveShadow = true;
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										scene.add( plane );
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										//Create a helper for the shadow camera (optional)
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										const helper = new THREE.CameraHelper( light.shadow.camera );
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										scene.add( helper );
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										</code>
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										<h2>Constructor</h2>
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										<h3>[name]( )</h3>
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										<p>
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											Creates a new [name]. This is not intended to be called directly - it is called
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											internally by [page:PointLight].
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										</p>
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										<h2>Properties</h2>
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										<p>
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											See the base [page:LightShadow LightShadow] class for common properties.
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										</p>
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										<h3>[property:Boolean isPointLightShadow]</h3>
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										<p>
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											Read-only flag to check if a given object is of type [name].
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										</p>
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										<h2>Methods</h2>
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										<p>
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											See the base [page:LightShadow LightShadow] class for common methods.
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										</p>
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										<h3>[method:undefined updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
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										<p>
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										Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
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										light -- the light for which the shadow is being rendered.<br />
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										viewportIndex -- calculates the matrix for this viewport
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										</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
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										</p>
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									</body>
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								</html>
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