This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.
Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
are parallel.
//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 DirectionalLight and turn on shadows for the light
var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
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)
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 );
Creates a new [name]. This is not intended to be called directly - it is called internally by [page:DirectionalLight].
See the base [page:LightShadow LightShadow] class for common properties.
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.
The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
[page:OrthographicCamera.bottom bottom] set to -5, [page:OrthographicCamera.right right]
and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
See the base [page:LightShadow LightShadow] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]