PointLightShadow
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小牛编辑
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2023-12-01
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 THREE.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap //Create a PointLight and turn on shadows for the light const light = new THREE.PointLight( 0xffffff, 1, 100 ); light.position.set( 0, 10, 4 ); 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 //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
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