| | |
| | | this.stats = this.initStats(container); |
| | | this.windowResize(); |
| | | this.initRaycaster(container); |
| | | // initLight(this.scene); |
| | | initLight(this.scene); |
| | | |
| | | this.objects = []; |
| | | } |
| | |
| | | } |
| | | |
| | | initCamera = () => { |
| | | const camera = new THREE.PerspectiveCamera(70, this.fullWidth / this.fullHeight, 1, 10000); |
| | | const camera = new THREE.PerspectiveCamera(70, this.fullWidth / this.fullHeight, 1, 60000); |
| | | camera.position.set(debugCamera.x, debugCamera.y, debugCamera.z); |
| | | this.scene.add(camera); |
| | | return camera; |
| | |
| | | scene.add(ambientLight); |
| | | |
| | | const spotLight = new THREE.SpotLight(0xffffff, 8); |
| | | spotLight.position.set(0, 300, 0); |
| | | spotLight.angle = Math.PI * 1; |
| | | spotLight.decay = 0; |
| | | spotLight.position.set(0, 1000, 0); |
| | | spotLight.angle = Math.PI / 4; // 角度 |
| | | spotLight.distance = 1500; // 距离 |
| | | spotLight.decay = 0; // 光衰 |
| | | // 光照阴影及其生效范围 |
| | | spotLight.castShadow = true; |
| | | spotLight.shadow.camera.near = 200; |
| | | spotLight.shadow.camera.near = 50; |
| | | spotLight.shadow.camera.far = 2000; |
| | | spotLight.shadow.bias = - 0.000222; |
| | | // 阴影特效高低值 |
| | | spotLight.shadow.mapSize.width = 1024; |
| | | spotLight.shadow.mapSize.height = 1024; |
| | | scene.add(spotLight); |