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 constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.
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 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.
	 
See the base [page:LightShadow LightShadow] class for common methods.
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]