You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

92 lines
3.1 KiB

2 years ago
<!DOCTYPE html>
<html lang="zh">
<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] &rarr;
<h1>[name]</h1>
<p class="desc">
这在SpotLights内部用于计算阴影。
</p>
<h2>代码示例</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 SpotLight and turn on shadows for the light
const 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
light.shadow.focus = 1; // 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>构造函数</h2>
<p>构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图</p>
<h2>属性</h2>
<p>有关常用属性,请参阅基础LightShadow类。</p>
<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:Number focus]</h3>
<p>
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/>
</p>
<h3>[property:Boolean isSpotLightShadow]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h2>方法</h2>
<p>有关常用方法,请参阅基础LightShadow类。</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>