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- [page:LightShadow] →
- <h1>[name]</h1>
- <p class="desc">
- 这在SpotLights内部用于计算阴影。
- </p>
- <h2>代码示例</h2>
- <code>
- //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 );
- </code>
- <h2>构造函数</h2>
- <p>构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图</p>
- <h2>属性</h2>
- <p>有关常用属性,请参阅基类 [page:LightShadow LightShadow]。</p>
- <h3>[property:Camera camera]</h3>
- <p>
- 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 />
- 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`。
- </p>
- <h3>[property:Number focus]</h3>
- <p>
- 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/>
- </p>
- <h3>[property:Boolean isSpotLightShadow]</h3>
- <p>
- 只读属性,用于检查给定对象是否为[name]类型。
- </p>
- <h2>方法</h2>
- <p>有关常用方法,请参阅基础LightShadow类。</p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
- </p>
- </body>
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