This is used internally by PointLights for calculating shadows


//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);



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.


.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.


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