PointLightShadow

This is used internally by PointLights for calculating shadows

Example

//Create a WebGLRenderer and turn on shadows in the renderer var 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 var light = new v3d.PointLight(0xffffff, 1, 100); light.position.set(0, 10, 0); 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) var sphereGeometry = new v3d.SphereBufferGeometry(5, 32, 32); var sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 }); var 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) var planeGeometry = new v3d.PlaneBufferGeometry(20, 20, 32, 32); var planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 }) var plane = new v3d.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; scene.add(plane); //Create a helper for the shadow camera (optional) var helper = new v3d.CameraHelper(light.shadow.camera); scene.add(helper);

Constructor

PointLightShadow()

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.

Methods

.updateMatrices (light : Light, viewportIndex : number) : null

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

See the base LightShadow class for common methods.

Source

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