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DirectionalLightShadow

编辑教程

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。

例子

//Create a WebGLRenderer and turn on shadows in the renderer
var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap

//Create a DirectionalLight and turn on shadows for the light
var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
light.position.set( 0, 1, 0 );             //default; light shining from top
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)
var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var 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)
var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );

//Create a helper for the shadow camera (optional)
var helper = new THREE.CameraHelper( light.shadow.camera );
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[page:LightShadow LightShadow]类。

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