LightShadow

DirectionalLightShadow

这是用于在DirectionalLights内部计算阴影

与其他阴影类不同,它是使用OrthographicCamera来计算阴影,而不是PerspectiveCamera。这是因为来自DirectionalLight的光线是平行的。

代码示例

//Create a WebGLRenderer and turn on shadows in the renderer const 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 const light = new v3d.DirectionalLight(0xffffff, 1, 100); light.position.set(0, 1, 0); //default; light shining from top light.castShadow = true; // default false app.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) const sphereGeometry = new v3d.SphereBufferGeometry(5, 32, 32); const sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 }); const sphere = new v3d.Mesh(sphereGeometry, sphereMaterial); sphere.castShadow = true; //default is false sphere.receiveShadow = false; //default app.scene.add(sphere); //Create a plane that receives shadows (but does not cast them) const planeGeometry = new v3d.PlaneBufferGeometry(20, 20, 32, 32); const planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 }) const plane = new v3d.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; app.scene.add(plane); //Create a helper for the shadow camera (optional) const helper = new v3d.CameraHelper(light.shadow.camera); app.scene.add(helper);

构造函数

DirectionalLightShadow()

创建一个新的DirectionalLightShadow,不能直接调用-它是在DirectionalLights内部调用使用

属性

参阅LightShadow类来了解常用的基本属性

.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。

方法

有关常用方法,请参阅基础LightShadow类。

源码

src/lights/DirectionalLightShadow.js