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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / docs / api / lights / shadows / LightShadow.html
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+<!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>
+
+               <div 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.
+               </div>
+
+
+               <h2>Example</h2>
+               <div>
+                       <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>
+               </div>
+
+               <h2>Constructor</h2>
+
+               <h3>[name]( [page:Camera camera] )</h3>
+               <div>
+               [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.
+               </div>
+
+               <h2>Properties</h2>
+
+               <h3>[property:Camera camera]</h3>
+               <div>
+                       The light's view of the world. This is used to generate a depth map of the scene; objects behind
+                       other objects from the light's perspective will be in shadow.
+               </div>
+
+               <h3>[property:Float bias]</h3>
+               <div>
+                       Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
+                       The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
+               </div>
+
+               <h3>[property:WebGLRenderTarget map]</h3>
+               <div>
+                       The depth map generated using the internal camera; a location beyond a pixel's depth is
+                       in shadow. Computed internally during rendering.
+               </div>
+
+
+               <h3>[property:Vector2 mapSize]</h3>
+               <div>
+                       A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
+
+                       Higher values give better quality shadows at the cost of computation time. Values must be
+                       powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
+                       although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
+                       The default is *( 512, 512 )*.
+               </div>
+
+
+               <h3>[property:Matrix4 matrix]</h3>
+               <div>
+                       Model to shadow camera space, to compute location and depth in shadow map. Stored
+                       in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
+               </div>
+
+               <h3>[property:Float radius]</h3>
+               <div>
+                       Setting this to values greater than 1 will blur the edges of the shadow.<br />
+
+                       High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
+                       will allow for a higher value to be used here before these effects become visible.<br /><br />
+
+                       Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
+               </div>
+
+
+               <h2>Methods</h2>
+               <h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
+               <div>
+               Copies value of all the properties from the [page:LightShadow source] to this
+               SpotLight.
+               </div>
+
+               <h3>[method:LightShadow clone]()</h3>
+               <div>
+               Creates a new LightShadow with the same properties as this one.
+               </div>
+
+               <h3>[method:Object toJSON]()</h3>
+               <div>
+               Serialize this LightShadow.
+               </div>
+
+               <h2>Source</h2>
+
+               [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+       </body>
+</html>