SpotLightShadow
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小牛编辑
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2023-12-01
这在SpotLights内部用于计算阴影。
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 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 );
构造函数
构造函数创建一个 PerspectiveCamera : PerspectiveCamera 来管理阴影的世界视图
属性
有关常用属性,请参阅基础LightShadow类。
.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。
默认值为PerspectiveCamera,近剪裁平面为0.5。 fov将通过更新方法跟踪拥有SpotLight的角度属性。同样,aspect属性将跟踪mapSize的方面。如果设置了灯光的距离属性,则远剪裁平面将跟踪该值,否则默认为500。
.focus : Number
Used to focus the shadow camera. The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is [0, 1]. Default is 1.0.
方法
有关常用方法,请参阅基础LightShadow类。