Three.js 投下阴影的问题
我希望我的桌板(桌子表面)和桌腿将它们的阴影投射到地板上Three.js 投下阴影的问题,three.js,Three.js,我希望我的桌板(桌子表面)和桌腿将它们的阴影投射到地板上 sceneSetup = () => { const width = this.el.clientWidth; const height = this.el.clientHeight; this.scene = new THREE.Scene(); this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
sceneSetup = () => {
const width = this.el.clientWidth;
const height = this.el.clientHeight;
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
this.camera.position.z = 5;
this.controls = new OrbitControls(this.camera, this.el);
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.shadowMap.enabled = true;
this.renderer.setSize(width, height);
this.el.appendChild(this.renderer.domElement);
};
灯光
import * as THREE from "three";
export default ({ scene }) => {
const lights = [];
lights[0] = new THREE.PointLight(0xffffff, 1, 0);
lights[0].position.set(0, 200, 0);
lights[0].castShadow = true;
scene.add(lights[0]);
}
对象(网格)
渲染器
sceneSetup = () => {
const width = this.el.clientWidth;
const height = this.el.clientHeight;
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
this.camera.position.z = 5;
this.controls = new OrbitControls(this.camera, this.el);
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.shadowMap.enabled = true;
this.renderer.setSize(width, height);
this.el.appendChild(this.renderer.domElement);
};
尝试类似于此代码部分()配置阴影,以确保阴影投射和接收对象位于阴影摄影机的平截头体中。您无处不在!谢谢你,穆根,我去看看。