提交 e916cc8c 编写于 作者: G gogoend

zh doc: Sync the zh doc list with en's.

上级 8dfeb298
<!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>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
</p>
</body>
</html>
......@@ -654,8 +654,9 @@ var list = {
},
"灯光 / 阴影": {
"DirectionalLightShadow": "api/zh/lights/shadows/DirectionalLightShadow",
"LightShadow": "api/zh/lights/shadows/LightShadow",
"PointLightShadow": "api/zh/lights/shadows/PointLightShadow",
"DirectionalLightShadow": "api/zh/lights/shadows/DirectionalLightShadow",
"SpotLightShadow": "api/zh/lights/shadows/SpotLightShadow"
},
......@@ -801,7 +802,9 @@ var list = {
"加载器": {
"BabylonLoader": "examples/zh/loaders/BabylonLoader",
"GLTFLoader": "examples/zh/loaders/GLTFLoader",
"BasisTextureLoader": "examples/zh/loaders/BasisTextureLoader",
"DRACOLoader": "examples/zh/loaders/DRACOLoader",
"GLTFLoader": "examples/zh/loaders/GLTFLoader",
"MMDLoader": "examples/zh/loaders/MMDLoader",
"MTLLoader": "examples/zh/loaders/MTLLoader",
"OBJLoader": "examples/zh/loaders/OBJLoader",
......@@ -818,14 +821,15 @@ var list = {
"Lensflare": "examples/zh/objects/Lensflare",
},
"Post-Processing": {
"后期处理": {
"EffectComposer": "examples/zh/postprocessing/EffectComposer"
},
"导出器": {
"GLTFExporter": "examples/zh/exporters/GLTFExporter",
"PLYExporter": "examples/zh/exporters/PLYExporter"
},
"PLYExporter": "examples/zh/exporters/PLYExporter",
"ColladaExporter": "examples/zh/exporters/ColladaExporter"
},
"插件": {
"LookupTable": "examples/zh/Lut",
......@@ -848,7 +852,8 @@ var list = {
"实用工具": {
"BufferGeometryUtils": "examples/zh/utils/BufferGeometryUtils",
"SceneUtils": "examples/zh/utils/SceneUtils"
"SceneUtils": "examples/zh/utils/SceneUtils",
"SkeletonUtils": "examples/zh/utils/SkeletonUtils"
}
},
......
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