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.
// create a WebGLRenderer and turn on shadows in the renderer
const renderer = new v3d.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = v3d.PCFSoftShadowMap; // default v3d.PCFShadowMap
// create a DirectionalLight and turn on shadows for the light
const light = new v3d.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 v3d.SphereGeometry(5, 32, 32);
const sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 });
const sphere = new v3d.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 v3d.PlaneGeometry(20, 20, 32, 32);
const planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 })
const plane = new v3d.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
scene.add(plane);
// create a helper for the shadow camera (optional)
const helper = new v3d.CameraHelper(light.shadow.camera);
scene.add(helper);
Creates a new DirectionalLightShadow. This is not intended to be called directly — it is called internally by DirectionalLight.
See the base LightShadow class for common properties.
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.
Read-only flag to check if a given object is of type DirectionalLightShadow.
See the base LightShadow class for common methods.
The set shadow param puzzle allows to enable/disable casting or receiving shadows in a visual manner.
For more info on how to obtain the source code of this module see this page.