DirectionalLightShadow
This is used internally by DirectionalLights for calculating shadows.
Unlike the other shadow classes, this uses an OrthographicCamera to calculate the shadows, rather than a PerspectiveCamera. This is because light rays from a DirectionalLight are parallel.
Code Example
//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 );
Constructor
DirectionalLightShadow
function DirectionalLightShadow( ): void;
Creates a new DirectionalLightShadow. This is not intended to be called directly - it is called internally by DirectionalLight.
Properties
See the base LightShadow class for common properties.
camera
camera: Camera;
The light's view of the world. This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.
The default is an OrthographicCamera
with left and bottom set to -5, right and top set to 5,
the near clipping plane at 0.5 and the far clipping plane at
500.
isDirectionalLightShadow
isDirectionalLightShadow: Boolean;
Read-only flag to check if a given object is of type DirectionalLightShadow.
Methods
See the base LightShadow class for common methods.