three.js SpotLightShadow
2023-02-16 17:43 更新
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
用于聚焦阴影相机。相机的视野设置为聚光灯视野的百分比。范围是 [0, 1]。默认值为 1.0。
.isSpotLightShadow : Boolean
只读标志,用于检查给定对象是否属于 SpotLightShadow 类型。
方法
有关常用方法,请参阅基础LightShadow类。
源码
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