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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              <script src="https://unpkg.com/three"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
              * {
  margin: 0;
  padding: 0;
html, body {
  height: 100%;
  overflow: hidden;
              function init () {
    // 获取浏览器窗口的宽高,后续会用
    var width = window.innerWidth
    var height = window.innerHeight

    // 创建一个场景
    var scene = new THREE.Scene()

    // 创建一个具有透视效果的摄像机
    var camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 800)

    // 设置摄像机位置,并将其朝向场景中心
    camera.position.x = 10
    camera.position.y = 10
    camera.position.z = 30

    // 创建一个 WebGL 渲染器,Three.js 还提供 <canvas>, <svg>, CSS3D 渲染器。
    var renderer = new THREE.WebGLRenderer()

    // 设置渲染器的清除颜色(即绘制下一帧前填充的颜色)和输出的 canvas 的尺寸
    renderer.setSize(width, height)
    // 开启渲染器的阴影功能,并设置阴影的类型
    renderer.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap

    // 添加聚光灯,该灯光类型可产生阴影
    var spotLight = new THREE.SpotLight(0xffffff)
    spotLight.position.set(30, 60, 40)
    // 开启该灯光的阴影效果
    spotLight.castShadow = true
    // 设置该灯光的阴影的质量
    spotLight.shadow.mapSize.width = 1024
    spotLight.shadow.mapSize.height = 1024

    // 初始化摄像机插件(用于拖拽旋转摄像机,产生交互效果)
    var orbitControls = new THREE.OrbitControls(camera)
    orbitControls.autoRotate = true

    var planeGeometry = new THREE.PlaneGeometry(60, 60, 1, 1)
    // 处理此处材质不能是 THREE.MeshBasicMaterial,因为它不受光的影响,具体查看:https://github.com/mrdoob/three.js/issues/8116。另外,Three.ShadowMaterial 这种材质可以显示阴影,而无阴影部分是完全透明。具体查看:https://threejs.org/docs/index.html#api/materials/ShadowMaterial
    var planeMaterial = new THREE.MeshLambertMaterial({
      color: 0xffffff
    var plane = new THREE.Mesh(planeGeometry, planeMaterial)
    // 该平面可接收来自其他物体的阴影
    plane.receiveShadow = true

    // rotate and position the plane
    plane.rotation.x = -0.5 * Math.PI
    plane.position.set(0, -4, -10)

    // 创建一个长宽高均为 4 个单位长度的立方体(几何体)
    var cubeGeometry = new THREE.BoxGeometry(4, 4, 4)

    // 创建材质
    var cubeMaterial = new THREE.MeshLambertMaterial({
        color: 0xff0000

    // 创建一个立方体网格(mesh):将材质包裹在几何体上
    var cube = new THREE.Mesh(cubeGeometry, cubeMaterial)

    // 设置网格位置
    cube.position.x = 0
    cube.position.y = -2
    cube.position.z = 0
    // 该立方体可产生阴影
    cube.castShadow = true
    // 将立方体网格加入到场景中

    // 将渲染器的输出(此处是 canvas 元素)插入到 body

    // 渲染,即摄像机拍下此刻的场景
    function render () {
      renderer.render(scene, camera)

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