这在SpotLights内部用于计算阴影。
//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);
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。
用于检查此类或派生类是否为聚光灯阴影。默认为true。
您不应该更改它,因为它在内部用于优化。
根据传入的[page:SpotLight light]更新内部透视[page:.camera camera]。
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