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93 lines
3.0 KiB
93 lines
3.0 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="zh">
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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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这是用于在[page:DirectionalLight DirectionalLights]内部计算阴影<br /><br />
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与其他阴影类不同,它是使用OrthographicCamera来计算阴影,而不是PerspectiveCamera。这是因为来自DirectionalLight的光线是平行的。
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</p>
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<h2>代码示例</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 DirectionalLight and turn on shadows for the light
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const light = new THREE.DirectionalLight( 0xffffff, 1 );
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light.position.set( 0, 1, 0 ); //default; light shining from top
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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>构造函数</h2>
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<h3>[name]( )</h3>
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<p>
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创建一个新的[name],不能直接调用-它是在[page:DirectionalLight DirectionalLights]内部调用使用
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</p>
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<h2>属性</h2>
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<p>
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参阅[page:LightShadow LightShadow]类来了解常用的基本属性
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</p>
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<h3>[property:Camera camera]</h3>
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<p>
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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 />
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</p>
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<h3>[property:Boolean isDirectionalLightShadow]</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>方法</h2>
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<p>
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有关常用方法,请参阅基础[page:LightShadow LightShadow]类。
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</p>
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<h2>源码</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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