[page:LightShadow] →

[name]

这在SpotLights内部用于计算阴影。

代码示例

//Create a WebGLRenderer and turn on shadows in the renderer const 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 const 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 light.shadow.focus = 1; // default //Create a sphere that cast shadows (but does not receive them) const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 ); const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } ); const 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) const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 ); const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } ) const plane = new THREE.Mesh( planeGeometry, planeMaterial ); plane.receiveShadow = true; scene.add( plane ); //Create a helper for the shadow camera (optional) const helper = new THREE.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,请参阅基类 [page:LightShadow LightShadow]。

[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 [page:PerspectiveCamera.near near] 裁剪平面为 `0.5` 的 [page:PerspectiveCamera]。 [page:PerspectiveCamera.fov fov] 裁剪平面将通过 [page:SpotLightShadow.update update] 方法跟踪所属 [page:SpotLight SpotLight] 的 [page:SpotLight.angle angle] 属性。 同样 [page:PerspectiveCamera.aspect aspect] 属性将跟踪 [page:LightShadow.mapSize mapSize] 的 aspect。 如果设置了灯光的 [page:SpotLight.distance distance] 属性,则 [page:PerspectiveCamera.far far] 裁剪平面将跟踪该值,否则默认为 `500`。

[property:Number focus]

用于对焦阴影相机。相机的视野设置为聚光灯视野的百分比。范围为 `[0, 1]`。默认值为 `1.0`。

[property:Boolean isSpotLightShadow]

只读属性,用于检查给定对象是否为[name]类型。

方法

有关常用方法,请参阅基础LightShadow类。

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]