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.
//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);
Creates a new [name]. This is not intended to be called directly - it is called internally by [page:DirectionalLight].
See the base [page:LightShadow LightShadow] class for common properties.
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.
See the base [page:LightShadow LightShadow] class for common methods.
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