<!DOCTYPE html> <html lang="zh"> <head> <meta charset="utf-8" /> <base href="../../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> [page:LightShadow] → <h1>[name]</h1> <p class="desc"> 这是用于在[page:DirectionalLight DirectionalLights]内部计算阴影<br /><br /> 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。 </p> <h2>代码示例</h2> <code> //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 DirectionalLight and turn on shadows for the light const light = new THREE.DirectionalLight( 0xffffff, 1 ); 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) 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 ); </code> <h2>构造函数</h2> <h3>[name]( )</h3> <p> 创建一个新的[name],不能直接调用-它是在[page:DirectionalLight DirectionalLights]内部调用使用 </p> <h2>属性</h2> <p> 参阅[page:LightShadow LightShadow]类来了解常用的基本属性 </p> <h3>[property:Camera camera]</h3> <p> 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。<br /><br /> </p> <h3>[property:Boolean isDirectionalLightShadow]</h3> <p> Read-only flag to check if a given object is of type [name]. </p> <h2>方法</h2> <p> 有关常用方法,请参阅基础[page:LightShadow LightShadow]类。 </p> <h2>源码</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js] </p> </body> </html>