This is used internally by PointLights for calculating shadows.

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 PointLight and turn on shadows for the light const light = new v3d.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 = 0.5; // default = 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(; scene.add(helper);



Creates a new PointLightShadow. This is not intended to be called directly - it is called internally by PointLight.


See the base LightShadow class for common properties.

.isPointLightShadow : Boolean

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


See the base LightShadow class for common methods.

.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


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