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@@ -24,39 +24,39 @@
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<code>
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//Create a WebGLRenderer and turn on shadows in the renderer
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- var renderer = new THREE.WebGLRenderer();
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+ const renderer = new THREE.WebGLRenderer();
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
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//Create a DirectionalLight and turn on shadows for the light
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- var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
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- light.position.set( 0, 1, 0 ); //default; light shining from top
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- light.castShadow = true; // default false
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+ const light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
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+ light.position.set( 0, 1, 0 ); //default; light shining from top
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+ light.castShadow = true; // default false
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scene.add( light );
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//Set up shadow properties for the light
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- light.shadow.mapSize.width = 512; // default
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+ light.shadow.mapSize.width = 512; // default
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light.shadow.mapSize.height = 512; // default
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- light.shadow.camera.near = 0.5; // default
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- light.shadow.camera.far = 500; // default
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+ light.shadow.camera.near = 0.5; // default
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+ light.shadow.camera.far = 500; // default
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//Create a sphere that cast shadows (but does not receive them)
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- var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
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- var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
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- var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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+ const sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
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+ const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
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+ const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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sphere.castShadow = true; //default is false
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sphere.receiveShadow = false; //default
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scene.add( sphere );
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//Create a plane that receives shadows (but does not cast them)
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- var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
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- var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
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- var plane = new THREE.Mesh( planeGeometry, planeMaterial );
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+ const planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
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+ const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
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+ const plane = new THREE.Mesh( planeGeometry, planeMaterial );
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plane.receiveShadow = true;
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scene.add( plane );
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//Create a helper for the shadow camera (optional)
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- var helper = new THREE.CameraHelper( light.shadow.camera );
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+ const helper = new THREE.CameraHelper( light.shadow.camera );
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scene.add( helper );
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</code>
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