PointLightShadow

该类在内部由PointLights所使用,以用于计算阴影。

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 PointLight and turn on shadows for the light const light = new v3d.PointLight(0xffffff, 1, 100); light.position.set(0, 10, 0); 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

PointLightShadow()

创建一个新的PointLightShadow。该方法不是直接调用的 —— 其在内部由PointLight调用。

属性

共有属性请参见其基类LightShadow

方法

共有方法请参见其基类LightShadow

.updateMatrices(light : Light, viewportIndex : number) → null

Update the matrices for the camera and shadow, used internally by the renderer.

light -- the light for which the shadow is being rendered.
viewportIndex -- calculates the matrix for this viewport

源代码

src/lights/PointLightShadow.js