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shadow

A Pen By Jc

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              <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
    camera.lookAt(scene.position)

    // 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.setClearColor(0xffffff)
    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

    scene.add(spotLight)
    
    // 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)
    scene.add(plane)

    // 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
    scene.add(cube)




    // 将渲染器的输出(此处是 canvas 元素)插入到 body
    document.body.appendChild(renderer.domElement)

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

      requestAnimationFrame(render)
    }
    render()
}
init()
            
          
!
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