在此示例中,您可以使用鼠标滚轮放大和缩小。如果继续缩小并继续缩小场景,则最终将完全变暗。有什么办法可以阻止它吗? 我以为可能是光的范围有问题,但默认设置会一直持续下去,所以我不知道是什么原因造成的。
width = window.innerWidth
height = window.innerHeight
renderer = new THREE.WebGLRenderer({antialias: true})
renderer.setClearColor(0xeeeeee)
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(width, height)
document.body.appendChild(renderer.domElement)
scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera(35, width / height, 0.1, 3000)
camera.position.set(-45, 47, 75)
controls = new THREE.OrbitControls(camera)
controls.minDistance = 40
controls.maxDistance = 1300
material = new THREE.MeshPhongMaterial({color: 0xFF0000, specular: 0x111111, shininess: 75})
scene.add(camera, new THREE.AmbientLight(0xffffff, 0.4))
light = new THREE.PointLight(0xffffff, 0.8)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFShadowMap
light.castShadow = true
light.shadow.mapSize.width = 3072
light.shadow.mapSize.height = 3072
light.shadow.camera.left = 500
function shadow(w) {
w.castShadow = true
w.receiveShadow = true
}
camera.add(light)
light.position.y += 60
light.position.x += 70
requestAnimationFrame(function animate(){
requestAnimationFrame(animate)
renderer.render(scene, camera)
})
b = new THREE.Mesh(new THREE.BoxGeometry(20, 20, 20), material)
shadow(b)
scene.add(b)
c = new THREE.Mesh(new THREE.CylinderGeometry(5,5,10,32), material)
c.position.set(3,15,3)
shadow(c)
scene.add(c)
d = new THREE.Mesh(new THREE.BoxGeometry(20, 10, 1), material)
d.position.set(3,15,-5)
shadow(d)
scene.add(d)
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
答案 0 :(得分:1)
您可以通过增加灯光的内部阴影照相机的far
属性来解决此问题。尝试类似的东西:
light.shadow.camera.far = 3000