PointLightShadow
This is used internally by PointLights for calculating shadows.
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 PointLight and turn on shadows for the light
const light = new THREE.PointLight( 0xffffff, 1, 100 ); light.position.set( 0,
10, 4 ); 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
PointLightShadow
function PointLightShadow( ): void;
Creates a new PointLightShadow. This is not intended to be called directly - it is called internally by PointLight.
Properties
See the base LightShadow class for common properties.
isPointLightShadow
isPointLightShadow: Boolean;
Read-only flag to check if a given object is of type PointLightShadow.
Methods
See the base LightShadow class for common methods.
updateMatrices
function updateMatrices( light: Light, viewportIndex: number ): undefined;
Update the matrices for the camera and shadow, used internally by the renderer.
light -- the light for which the shadow is being rendered.
viewportIndex -- calculates the matrix for this viewport