This is used internally by PointLights for calculating shadows.
//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
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 PointLightShadow. This is not intended to be called directly - it is called internally by PointLight.
See the base LightShadow class for common properties.
Read-only flag to check if a given object is of type PointLightShadow.
See the base LightShadow class for common methods.
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.