[page:LightShadow] →

[name]

This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.

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.

Example

//Create a WebGLRenderer and turn on shadows in the renderer var renderer = new v3d.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.shadowMap.type = v3d.PCFSoftShadowMap; // default v3d.PCFShadowMap //Create a DirectionalLight and turn on shadows for the light var light = new v3d.DirectionalLight(0xffffff, 1, 100); 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) var sphereGeometry = new v3d.SphereBufferGeometry(5, 32, 32); var sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 }); var sphere = new v3d.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) var planeGeometry = new v3d.PlaneBufferGeometry(20, 20, 32, 32); var planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 }) var plane = new v3d.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; scene.add(plane); //Create a helper for the shadow camera (optional) var helper = new v3d.CameraHelper(light.shadow.camera); scene.add(helper);

Constructor

[name]()

Creates a new [name]. This is not intended to be called directly - it is called internally by [page:DirectionalLight].

Properties

See the base [page:LightShadow LightShadow] class for common properties.

[property:Camera camera]

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.

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.

Methods

See the base [page:LightShadow LightShadow] class for common methods.

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