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[page:LightShadow] &rarr;
<h1>[name]</h1>
<p class="desc">
This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.<br /><br />
Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
are parallel.
</p>
<h2>Code Example</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 DirectionalLight and turn on shadows for the light
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 0, 1, 0 ); //default; light shining from top
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
//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>Constructor</h2>
<h3>[name]( )</h3>
<p>
Creates a new [name]. This is not intended to be called directly - it is called
internally by [page:DirectionalLight].
</p>
<h2>Properties</h2>
<p>
See the base [page:LightShadow LightShadow] class for common properties.
</p>
<h3>[property:Camera camera]</h3>
<p>
The light's view of the world. This is used to generate a depth map of the scene; objects behind
other objects from the light's perspective will be in shadow.<br /><br />
The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
[page:OrthographicCamera.bottom bottom] set to -5, [page:OrthographicCamera.right right]
and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
</p>
<h3>[property:Boolean isDirectionalLightShadow]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h2>Methods</h2>
<p>
See the base [page:LightShadow LightShadow] class for common methods.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
</p>
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