[page:LightShadow] →

[name]

这在SpotLights内部用于计算阴影。

例子

//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);

构造函数

构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图

属性

有关常用属性,请参阅基础LightShadow类。

[property:Camera camera]

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。

[property:Boolean isSpotLightShadow]

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。

方法

有关常用方法,请参阅基础LightShadow类。

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

根据传入的[page:SpotLight light]更新内部透视[page:.camera camera]。

[sourceHint]