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							91 lines
						
					
					
						
							3.1 KiB
						
					
					
				
								<!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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									<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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											这在SpotLights内部用于计算阴影。
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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 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>构造函数</h2>
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										<p>构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图</p>
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										<h2>属性</h2>
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										<p>有关常用属性,请参阅基础LightShadow类。</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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											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。
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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>方法</h2>
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										<p>有关常用方法,请参阅基础LightShadow类。</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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