This is used internally by [page:SpotLight SpotLights] for calculating shadows.
//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 SpotLight and turn on shadows for the light
var light = new THREE.SpotLight( 0xffffff );
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 );
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 a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
[page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.
Used to check whether this or derived classes are spot light shadows. Default is *true*.
You should not change this, as it used internally for optimisation.
Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]