ch.viseon.threejs.declarations.lights.shadows.LightShadow.kt Maven / Gradle / Ivy
@file:JsModule("three")
package ch.viseon.threejs.declarations.lights.shadows
/**
* Serves as a base class for the other shadow classes.
*/
open external class LightShadow(camera: ch.viseon.threejs.declarations.cameras.Camera = definedExternally){
/**
* 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.
*/
open var camera: ch.viseon.threejs.declarations.cameras.Camera = definedExternally
/**
* Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow. The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
*/
open var bias: Double = definedExternally
/**
* The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
*/
open var map: ch.viseon.threejs.declarations.renderers.WebGLRenderTarget = definedExternally
/**
* The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
*/
open var mapPass: ch.viseon.threejs.declarations.renderers.WebGLRenderTarget = definedExternally
/**
* A [Page:Vector2] defining the width and height of the shadow map. 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 )**.
*/
open var mapSize: ch.viseon.threejs.declarations.math.Vector2 = definedExternally
/**
* 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.
*/
open var matrix: ch.viseon.threejs.declarations.math.Matrix4 = definedExternally
/**
* Setting this to values greater than 1 will blur the edges of the shadow. 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. If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead. Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
*/
open var radius: Double = definedExternally
/**
* Used internally by the renderer to extend the shadow map to contain all viewports
*/
open fun getFrameExtents() : ch.viseon.threejs.declarations.math.Vector2
/**
* Update the matrices for the camera and shadow, used internally by the renderer. light -- the light for which the shadow is being rendered.
*/
open fun updateMatrices(light: ch.viseon.threejs.declarations.lights.Light = definedExternally) : dynamic
/**
* Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
*/
open fun getFrustum() : ch.viseon.threejs.declarations.math.Frustum
/**
* Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
*/
open fun getViewportCount() : Double
/**
* Copies value of all the properties from the [page:LightShadow source] to this Light.
*/
open fun copy(source: ch.viseon.threejs.declarations.lights.shadows.LightShadow = definedExternally) : ch.viseon.threejs.declarations.lights.shadows.LightShadow
/**
* Creates a new LightShadow with the same properties as this one.
*/
open fun clone() : ch.viseon.threejs.declarations.lights.shadows.LightShadow
/**
* Serialize this LightShadow.
*/
open fun toJSON() : dynamic
}