请查看这个 jfiddle:http://jsfiddle.net/blwoodley/5Tr4D/1/
我有一个蓝色聚光灯,照在旋转的正方形上。这会在地面上产生阴影。但是只有正方形的一侧有阴影。
我看到了这篇讨论:https://github.com/mrdoob/three.js/issues/3544,它表明平面表面上的面剔除是问题的根源。建议是给我的正方形增加一些深度,即将其变成一个立方体。
我可以用这个简单的示例来实现,但是我在使用参数化几何体作为表面时遇到了同样的问题。有没有办法让两侧都投射出阴影,而无需给我的几何体增加它不需要的深度呢?
以下是复制问题的平面的主要函数:
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 100000);
camera.position.x = 100;
camera.position.y = 100;
camera.position.z = 100;
camera.lookAt({x: 0,y: 0,z: 0});
scene = new THREE.Scene();
var groundMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff, side:THREE.DoubleSide
});
plane = new THREE.Mesh(new THREE.PlaneGeometry(2000,2000,10,10), groundMaterial);
plane.rotation.x = Math.PI / 2;
plane.position.y = -40;
plane.receiveShadow = true;
scene.add(plane);
var light;
light = new THREE.SpotLight(0x0000ff);
light.position.set(40, 40, 0);
light.castShadow = true;
light.shadowCameraVisible = true;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
light.position.set(24, 20, 0);
light.lookAt(plane);
light.castShadow = true;
light.angle = .8;
light.intensity = 30;
light.distance=0;
light.shadowCameraNear = 2;
light.shadowCameraFar = 100;
light.shadowCameraFov = 100;
light.shadowDarkness = 1;
light.shadowCameraVisible = true;
scene.add(light);
var planeGeo = new THREE.PlaneGeometry(20,20,20,20)
_planeMesh = new THREE.Mesh(planeGeo, new THREE.MeshLambertMaterial( { color: 0x00ff00, side:THREE.DoubleSide } ) );
_planeMesh.castShadow = true;
scene.add( _planeMesh );
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
webglRenderer.shadowMapEnabled = true;
webglRenderer.shadowMapSoft = true;
container.appendChild(webglRenderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}