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XRHand*Model: Add cast/receive shadow.

Mr.doob 5 年之前
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2f741c0afe
共有 2 个文件被更改,包括 6 次插入1 次删除
  1. 5 1
      examples/jsm/webxr/XRHandOculusMeshModel.js
  2. 1 0
      examples/jsm/webxr/XRHandPrimitiveModel.js

+ 5 - 1
examples/jsm/webxr/XRHandOculusMeshModel.js

@@ -17,7 +17,11 @@ class XRHandOculusMeshModel {
 			this.handModel.add( object );
 			this.handModel.add( object );
 			// Hack because of the scale of the skinnedmesh
 			// Hack because of the scale of the skinnedmesh
 			object.scale.setScalar( 0.01 );
 			object.scale.setScalar( 0.01 );
-			object.getObjectByProperty( "type", "SkinnedMesh" ).frustumCulled = false;
+
+			const mesh = object.getObjectByProperty( "type", "SkinnedMesh" );
+			mesh.frustumCulled = false;
+			mesh.castShadow = true;
+			mesh.receiveShadow = true;
 
 
 			const bonesMapping = [
 			const bonesMapping = [
 				'b_%_wrist', // XRHand.WRIST,
 				'b_%_wrist', // XRHand.WRIST,

+ 1 - 0
examples/jsm/webxr/XRHandPrimitiveModel.js

@@ -45,6 +45,7 @@ class XRHandPrimitiveModel {
 
 
 				var cube = new Mesh( geometry, tipIndexes.indexOf( i ) !== - 1 ? tipMaterial : jointMaterial );
 				var cube = new Mesh( geometry, tipIndexes.indexOf( i ) !== - 1 ? tipMaterial : jointMaterial );
 				cube.castShadow = true;
 				cube.castShadow = true;
+				cube.receiveShadow = true;
 				this.handMesh.add( cube );
 				this.handMesh.add( cube );
 
 
 			}
 			}