我正在尝试使用 OBJLoader 对象在我的场景中添加一盏灯。该对象是从 Blender 中导出的。如果我将其children[i].castShadow
属性设置true
为以下错误,则会出现但它仍然出现并且它的阴影可以在墙上看到:
我究竟做错了什么?如果当我向场景中添加其他对象并将其castShadow
属性设置为时,true
我不会收到任何错误消息。这是我目前唯一有问题的对象。
还有一件事。我的项目无法在 Firefox 中运行,但它会在 Edge 或 Chrome 中显示。Firefox 有什么特别之处?
<!DOCTYPE html>
<html>
<head>
<title>Jaj de jó</title>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/OBJLoader.js"></script>
<script type="text/javascript" src="libs/MTLLoader.js"></script>
<script type="text/javascript" src="libs/OBJMTLLoader.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<script type="text/javascript" src="libs/ThreeBSP.js"></script>
<script type="text/javascript" src="libs/stats.js"></script>
<script type="text/javascript" src="libs/dat.gui.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<meta charset="UTF-8">
</head>
<body>
<div id="WebGL-output"></div>
<script type="text/javascript">
var webGLRenderer;
function init() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0x666666, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true;
webGLRenderer.shadowMapType = THREE.PCFShadowMap;
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var orbitControls = new THREE.OrbitControls(camera);
orbitControls.autoRotate = false;
var clock = new THREE.Clock();
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
/* prepare, load textures and add geometries to the scene */
var planeGeometry = new THREE.PlaneBufferGeometry(200, 200, 1, 1);
var texture = THREE.ImageUtils.loadTexture("textures/floor_wood.jpg");
var planeMaterial = new THREE.MeshPhongMaterial();
planeMaterial.map = texture;
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.x = 200 / 100;
texture.repeat.y = 200 / 100;
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = -20;
scene.add(plane);
/* FLOOR ADDED */
/* WALLS START */
var wallGeometry = new THREE.BoxGeometry(150, 100, 175);
texture = THREE.ImageUtils.loadTexture("textures/brick-wall.jpg");
var material = new THREE.MeshPhongMaterial();
material.map = texture;
var wall = new THREE.Mesh(wallGeometry, material);
wall.receiveShadow = true;
wall.material.side = THREE.BackSide;
wall.material.map.repeat.set(200 / 100, 175 / 100);
wall.material.map.wrapS = THREE.RepeatWrapping;
wall.material.map.wrapT = THREE.RepeatWrapping;
wall.material.needsUpdate = true;
wall.position.y = 25;
wall.position.z -= 25;
scene.add(wall);
/* WALLS END */
/* LAMP */
var loader = new THREE.OBJLoader();
loader.load("models/lamp.obj", function (object) {
console.log("LAMP");
console.log(object);
var blackMaterial = new THREE.MeshPhongMaterial({ color: 0x222222 });
for(var i = 0; i < object.children.length; i++) {
object.children[i].material = blackMaterial;
object.children[i].castShadow = true;
}
object.scale.set(5, 5, 5);
object.position.x = -14.5;
object.position.y = 40;
object.position.z = -17;
scene.add(object);
});
/* LAMP END */
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff, 1);
spotLight.position.set(75, 75, 15);
spotLight.castShadow = true;
spotLight.shadowCameraNear = 20;
spotLight.shadowDarkness = .6;
spotLight.shadowMapWidth = 512;
spotLight.shadowMapHeight = 512;
spotLight.shadowCameraFov = 64;
scene.add(spotLight);
render();
function render() {
var delta = clock.getDelta();
orbitControls.update(delta);
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
}
window.onload = init;
</script>
</body>
</html>