@types/three
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TypeScript definitions for three
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TypeScript
import { OrthographicCamera } from "../cameras/OrthographicCamera.js";
import { LightShadow } from "./LightShadow.js";
/**
* This is used internally by {@link DirectionalLight | DirectionalLights} for calculating shadows.
* Unlike the other shadow classes, this uses an {@link THREE.OrthographicCamera | OrthographicCamera} to calculate the shadows,
* rather than a {@link THREE.PerspectiveCamera | PerspectiveCamera}
* @remarks
* This is because light rays from a {@link THREE.DirectionalLight | DirectionalLight} are parallel.
* @example
* ```typescript
* //Create a WebGLRenderer and turn on shadows in the renderer
* const renderer = new THREE.WebGLRenderer();
* renderer.shadowMap.enabled = true;
* renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
* //Create a DirectionalLight and turn on shadows for the light
* const light = new THREE.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 THREE.SphereGeometry(5, 32, 32);
* const sphereMaterial = new THREE.MeshStandardMaterial({
* color: 0xff0000
* });
* const sphere = new THREE.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 THREE.PlaneGeometry(20, 20, 32, 32);
* const planeMaterial = new THREE.MeshStandardMaterial({
* color: 0x00ff00
* })
* const plane = new THREE.Mesh(planeGeometry, planeMaterial);
* plane.receiveShadow = true;
* scene.add(plane);
* //Create a helper for the shadow camera (optional)
* const helper = new THREE.CameraHelper(light.shadow.camera);
* scene.add(helper);
* ```
* @see {@link https://threejs.org/docs/index.html#api/en/lights/shadows/DirectionalLightShadow | Official Documentation}
* @see {@link https://github.com/mrdoob/three.js/blob/master/src/lights/DirectionalLightShadow.js | Source}
*/
export class DirectionalLightShadow extends LightShadow<OrthographicCamera> {
/**
* Create a new instance of {@link DirectionalLightShadow}
*/
constructor();
/**
* Read-only flag to check if a given object is of type {@link DirectionalLightShadow}.
* @remarks This is a _constant_ value
* @defaultValue `true`
*/
readonly isDirectionalLightShadow: true;
/**
* The light's view of the world.
* @remarks This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.
* @defaultValue is an {@link THREE.OrthographicCamera | OrthographicCamera} with
* {@link OrthographicCamera.left | left} and {@link OrthographicCamera.bottom | bottom} set to -5,
* {@link OrthographicCamera.right | right} and {@link OrthographicCamera.top | top} set to 5,
* the {@link OrthographicCamera.near | near} clipping plane at 0.5 and
* the {@link OrthographicCamera.far | far} clipping plane at 500.
*/
camera: OrthographicCamera;
}