SpotLightShadow
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 THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a SpotLight and turn on shadows for the light
var light = new THREE.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 THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var sphere = new THREE.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 THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true; scene.add( plane ); //Create a helper for the shadow camera (optional)
var helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
构造函数
构造函数创建一个 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。
# .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。
# .isSpotLightShadow : Boolean
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。
# .update ( light : SpotLight ) : SpotLightShadow
根据传入的light更新内部透视camera。