This is used internally by [page:SpotLight SpotLights] for calculating shadows.
//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);
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.
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.
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*.
Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
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