提交 b51f7f75 编写于 作者: S supereggbert

update the docs

上级 11089eb9
......@@ -12,60 +12,18 @@
<h1>[name]</h1>
<p class="desc">
This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
a base class for the other shadow classes.
Serves as a base class for the other shadow classes.
</p>
<h2>Example</h2>
<p>
<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a PointLight and turn on shadows for the light
var light = new THREE.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 THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var 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)
var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
var helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
</code>
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Camera camera] )</h3>
<p>
[page:Camera camera] - the light's view of the world.<br /><br />
Create a new [name]. This is not intended to be called directly - it is called
internally by [page:PointLight] or used as a base class by other light shadows.
Create a new [name]. This is not intended to be called directly - it is used as a base class by
other light shadows.
</p>
<h2>Properties</h2>
......@@ -88,7 +46,6 @@ scene.add( helper );
in shadow. Computed internally during rendering.
</p>
<h3>[property:Vector2 mapSize]</h3>
<p>
A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
......@@ -118,10 +75,35 @@ scene.add( helper );
<h2>Methods</h2>
<h3>[method:Vector2 getFrameExtents]()</h3>
<p>
Used internally by the renderer to extend the shadow map to contain all viewports
</p>
<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
<p>
Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
light -- the light for which the shadow is being rendered.<br />
viewCamera -- the camera view for which the shadow is being rendered.<br />
viewportIndex -- calculates the matrix for this viewport
</p>
<h3>[method:Frustum getFrustum]()</h3>
<p>
Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
</p>
<h3>[method:number getViewportCount]()</h3>
<p>
Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
</p>
<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
<p>
Copies value of all the properties from the [page:LightShadow source] to this
SpotLight.
Light.
</p>
<h3>[method:LightShadow clone]()</h3>
......
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<p class="desc">
This is used internally by [page:PointLight PointLights] for calculating shadows
</p>
<h2>Example</h2>
<p>
<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a PointLight and turn on shadows for the light
var light = new THREE.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 THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var 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)
var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
var helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
</code>
</p>
<h2>Constructor</h2>
<h3>[name]( )</h3>
<p>
Creates a new [name]. This is not intended to be called directly - it is called
internally by [page:PointLight].
</p>
<h2>Properties</h2>
<p>
See the base [page:LightShadow LightShadow] class for common properties.
</p>
<h2>Methods</h2>
<p>
See the base [page:LightShadow LightShadow] class for common methods.
</p>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
</body>
</html>
......@@ -217,8 +217,9 @@ var list = {
},
"Lights / Shadows": {
"DirectionalLightShadow": "api/en/lights/shadows/DirectionalLightShadow",
"LightShadow": "api/en/lights/shadows/LightShadow",
"PointLightShadow": "api/en/lights/shadows/PointLightShadow",
"DirectionalLightShadow": "api/en/lights/shadows/DirectionalLightShadow",
"SpotLightShadow": "api/en/lights/shadows/SpotLightShadow"
},
......
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