【问题标题】:Three.js plane doesn't cast shadowThree.js 平面不投射阴影
【发布时间】:2017-12-12 20:40:05
【问题描述】:

我将一个平面和一个球体堆叠在一个更大的平面上,如下图所示

从 WebGL 检查器来看,似乎所有三个对象都绘制在阴影贴图中,但只有球体有效地出现在阴影贴图中,导致较小的平面永远不会在较大的平面上投射阴影

这里是场景构建

renderer.shadowMap.enabled = true

camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 5000);
camera.position.z = 600;
window.controls = new THREE.OrbitControls(camera, renderer.domElement);


light = new THREE.SpotLight(0xffffff, 1, 0, Math.PI / 2);
light.position.set(1, 1000, 1);
light.castShadow = true;
light.shadow = new THREE.LightShadow(new THREE.PerspectiveCamera(50, 1, 1, 5000));

scene.add(light);

var planeGeometry = new THREE.PlaneGeometry( innerWidth * 0.5, innerHeight * 0.5, 10, 10);
var plane = new THREE.Mesh( planeGeometry, new THREE.MeshPhongMaterial({ color: 0xffcccc }));
plane.rotation.x = -Math.PI / 2;
plane.castShadow = true;
plane.receiveShadow = true;
scene.add(plane);


var sphere = new THREE.SphereGeometry(100, 16, 8);
var spheremesh = new THREE.Mesh(sphere, new THREE.MeshPhongMaterial( ));
spheremesh.position.y = 200;
spheremesh.castShadow = true;
spheremesh.receiveShadow = true;
scene.add(spheremesh);

var planeGeometry1 = new THREE.PlaneGeometry( innerWidth, innerHeight, 10, 10);
var plane1 = new THREE.Mesh( planeGeometry1, new THREE.MeshPhongMaterial( ));
plane1.position.y = -250;
plane1.rotation.x = -Math.PI / 2;
plane1.castShadow = true;
plane1.receiveShadow = true;
scene.add(plane1);

【问题讨论】:

    标签: three.js


    【解决方案1】:

    默认情况下,three.js 在生成阴影贴图时会剔除正面。

    renderer.shadowMap.renderReverseSided = true; // default is true
    

    这意味着只有背面(从光线的角度)投射阴影。剔除飞机的正面不会留下任何阴影。

    因此,一种选择是将PlaneGeometry 替换为具有深度的薄BoxGeometry

    第二个选项是设置

    renderer.shadowMap.renderSingleSided = false; // default is true
    

    在这种情况下,您的飞机会投射阴影,但由于您同时拥有plane.castShadow = trueplane.receiveShadow = true,因此可能会出现自阴影伪影。

    通常,第一个选项是最佳选项。

    three.js r.86

    【讨论】:

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