这在SpotLights内部用于计算阴影。
		//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 );
		
		构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图
有关常用属性,请参阅基础LightShadow类。
			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。
			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。
		
			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.
		
Read-only flag to check if a given object is of type [name].
有关常用方法,请参阅基础LightShadow类。
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]