LightShadow

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 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);

Constructor

DirectionalLightShadow()

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

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 : Boolean

Read-only flag to check if a given object is of type DirectionalLightShadow.

Methods

See the base LightShadow class for common methods.

Puzzles

The set shadow param puzzle allows to enable/disable casting or receiving shadows in a visual manner.

Source

For more info on how to obtain the source code of this module see this page.