SpotLightShadow.html 3.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:LightShadow] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. 这在SpotLights内部用于计算阴影。
  14. </p>
  15. <h2>代码示例</h2>
  16. <code>
  17. //Create a WebGLRenderer and turn on shadows in the renderer
  18. const renderer = new THREE.WebGLRenderer();
  19. renderer.shadowMap.enabled = true;
  20. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  21. //Create a SpotLight and turn on shadows for the light
  22. const light = new THREE.SpotLight( 0xffffff );
  23. light.castShadow = true; // default false
  24. scene.add( light );
  25. //Set up shadow properties for the light
  26. light.shadow.mapSize.width = 512; // default
  27. light.shadow.mapSize.height = 512; // default
  28. light.shadow.camera.near = 0.5; // default
  29. light.shadow.camera.far = 500 // default
  30. light.shadow.focus = 1; // default
  31. //Create a sphere that cast shadows (but does not receive them)
  32. const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
  33. const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
  34. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  35. sphere.castShadow = true; //default is false
  36. sphere.receiveShadow = false; //default
  37. scene.add( sphere );
  38. //Create a plane that receives shadows (but does not cast them)
  39. const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
  40. const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
  41. const plane = new THREE.Mesh( planeGeometry, planeMaterial );
  42. plane.receiveShadow = true;
  43. scene.add( plane );
  44. //Create a helper for the shadow camera (optional)
  45. const helper = new THREE.CameraHelper( light.shadow.camera );
  46. scene.add( helper );
  47. </code>
  48. <h2>构造函数</h2>
  49. <p>构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图</p>
  50. <h2>属性</h2>
  51. <p>有关常用属性,请参阅基类 [page:LightShadow LightShadow]。</p>
  52. <h3>[property:Camera camera]</h3>
  53. <p>
  54. 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。<br /><br />
  55. 默认值为 [page:PerspectiveCamera.near near] 裁剪平面为 `0.5` 的 [page:PerspectiveCamera]。
  56. [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。
  57. 同样 [page:PerspectiveCamera.aspect aspect] 属性将跟踪 [page:LightShadow.mapSize mapSize] 的 aspect。
  58. 如果设置了灯光的 [page:SpotLight.distance distance] 属性,则 [page:PerspectiveCamera.far far]
  59. 裁剪平面将跟踪该值,否则默认为 `500`。
  60. </p>
  61. <h3>[property:Number focus]</h3>
  62. <p>
  63. 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`。<br/>
  64. </p>
  65. <h3>[property:Boolean isSpotLightShadow]</h3>
  66. <p>
  67. 只读属性,用于检查给定对象是否为[name]类型。
  68. </p>
  69. <h2>方法</h2>
  70. <p>有关常用方法,请参阅基础LightShadow类。</p>
  71. <h2>Source</h2>
  72. <p>
  73. [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
  74. </p>
  75. </body>
  76. </html>
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