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99 lines
3.5 KiB
99 lines
3.5 KiB
2 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:SpotLight SpotLights] 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 SpotLight and turn on shadows for the light
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const light = new THREE.SpotLight( 0xffffff );
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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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light.shadow.focus = 1; // 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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<p>The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.</p>
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<h2>Properties</h2>
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<p>See the base [page:LightShadow LightShadow] class for common properties.</p>
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<h3>[property:Camera camera]</h3>
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<p>
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The light's view of the world. This is used to generate a depth map of the scene; objects behind
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other objects from the light's perspective will be in shadow.<br /><br />
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The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at `0.5`.
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The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
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[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
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[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
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[page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
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set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to `500`.
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</p>
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<h3>[property:Number focus]</h3>
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<p>
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Used to focus the shadow camera. The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is `[0, 1]`. Default is `1.0`.<br/>
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</p>
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<h3>[property:Boolean isSpotLightShadow]</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>See the base [page:LightShadow LightShadow] class for common methods.</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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