[page:LightShadow] →

[name]

This is used internally by [page:SpotLight SpotLights] for calculating shadows.

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 SpotLight and turn on shadows for the light var light = new v3d.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 //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

The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.

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 a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5. The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the [page:PerspectiveCamera.aspect aspect] property will track the aspect of the [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.

[property:Boolean isSpotLightShadow]

Used to check whether this or derived classes are spot light shadows. Default is *true*.

You should not change this, as it used internally for optimisation.

[property:Boolean useMinFov90]

Makes the shadow's camera vertical field of view 90 degrees even for spot lights with a cone more narrow than that. Default is *false*.

Methods

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

[method:SpotLightShadow update]([param:SpotLight light])

Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].

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