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我正在使用three.js 制作一个地牢爬行类游戏。我正在使用 MeshBasicMaterial 使所有东西都“真正明亮”,以使地牢始终可见。但是,我想在门口或墙上的缝隙下添加“奖励”灯以营造氛围。但是 BasicMaterial 上不显示灯光,所以我切换到 Phong 来测试我地板上的灯光。现在我的地板是黑色的!很可能是因为没有全局光。

有什么方法可以模拟 MeshBasicMaterial 的属性同时允许不同颜色的灯光?地牢的四个面都是封闭的,所以我想放置一个非常大的全局光会在各处投射阴影或覆盖地面的颜色。

不是我的问题的主要焦点,但另外:我如何做到让光线被墙壁挡住而不是仅仅穿过它们?墙壁只是由映射系统生成的 1x1x1 3d 网格立方体。

使用 MeshBasicMaterial

使用 MeshPhongMaterial

使用 MeshPhongMaterial

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切换到MeshPhongMaterial后,材质将变为阴影。您可以将一些参数设置为更接近MeshBasicMaterial,但您仍然会获得渐变照明,这确实是您正在寻找的“奖励”照明。在下面的代码中,我将该shininess属性设置为 0,从而消除了 Phong 着色的强光效果。

为了让光线不会穿过墙壁,您需要实施阴影投射。这在 THREE.js 中其实很简单,网上有大量的文章描述了如何做到这一点,这里不再赘述。但正如您在我的简单示例中所见,您需要将网格设置为投射和接收阴影(分别为castShadows/ receiveShadows),并设置您的灯光也投射它们(castShadows)。

var renderer, scene, camera, controls, stats;

var WIDTH = window.innerWidth,
  HEIGHT = window.innerHeight,
  FOV = 70,
  NEAR = 1,
  FAR = 1000;

function populateScene() {
  var cfgeo = new THREE.PlaneBufferGeometry(100, 100),
    lwallgeo = new THREE.PlaneBufferGeometry(20, 20),
    rwallgeo = new THREE.PlaneBufferGeometry(50, 20),
    farwallgeo = new THREE.PlaneBufferGeometry(50, 20),
    bumpgeo = new THREE.PlaneBufferGeometry(10, 10);

  var mat = new THREE.MeshPhongMaterial({
    color: 0xcccccc,
    emissive: new THREE.Color(0x0c0c0c),
    shininess: 0,
    side: THREE.DoubleSide
  });

  var ceiling = new THREE.Mesh(cfgeo, mat),
    floor = new THREE.Mesh(cfgeo, mat),
    lwall = new THREE.Mesh(lwallgeo, mat),
    rwall = new THREE.Mesh(rwallgeo, mat),
    farwall = new THREE.Mesh(farwallgeo, mat),
    bump1 = new THREE.Mesh(bumpgeo, mat),
    bump2 = new THREE.Mesh(bumpgeo, mat);
  ceiling.castShadow = true;
  ceiling.receiveShadow = true;
  floor.castShadow = true;
  floor.receiveShadow = true;
  lwall.castShadow = true;
  lwall.receiveShadow = true;
  rwall.castShadow = true;
  rwall.receiveShadow = true;
  farwall.castShadow = true;
  farwall.receiveShadow = true;
  bump1.castShadow = true;
  bump1.receiveShadow = true;
  bump2.castShadow = true;
  bump2.receiveShadow = true;

  ceiling.position.y = 10;
  ceiling.rotation.x = Math.PI / 2;
  floor.position.y = -10;
  floor.rotation.x = Math.PI / -2;
  lwall.rotation.y = Math.PI / 2;
  lwall.position.x = -10;
  rwall.rotation.y = Math.PI / -2;
  rwall.position.x = 10;
  rwall.position.y = 2;
  farwall.position.z = -20;
  bump1.rotation.y = Math.PI / -2;
  bump2.rotation.y = Math.PI / -2;
  bump1.position.set(10, -10, -15);
  bump2.position.set(10, -10, 5);

  scene.add(ceiling);
  scene.add(floor);
  scene.add(lwall);
  scene.add(rwall);
  scene.add(farwall);
  scene.add(bump1);
  scene.add(bump2);

  var bonus = new THREE.SpotLight(0xcccc00, 0.5);
  bonus.position.set(15, -7, -5);
  bonus.castShadow = true;
  bonus.distance = 20;
  var tgt = new THREE.Object3D();
  tgt.position.set(0, -10, -10);
  bonus.target = tgt;
  scene.add(bonus);
  scene.add(tgt);
}

function init() {
  document.body.style.backgroundColor = "slateGray";

  renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
  });
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;

  document.body.appendChild(renderer.domElement);
  document.body.style.overflow = "hidden";
  document.body.style.margin = "0";
  document.body.style.padding = "0";

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
  camera.position.z = 15;
  scene.add(camera);

  controls = new THREE.TrackballControls(camera, renderer.domElement);
  controls.dynamicDampingFactor = 0.5;
  controls.rotateSpeed = 3;

  var light = new THREE.PointLight(0xffffff, 1, Infinity);
  camera.add(light);

  stats = new Stats();
  stats.domElement.style.position = 'absolute';
  stats.domElement.style.top = '0';
  document.body.appendChild(stats.domElement);

  resize();
  window.onresize = resize;

  populateScene();

  animate();
}

function resize() {
  WIDTH = window.innerWidth;
  HEIGHT = window.innerHeight;
  if (renderer && camera && controls) {
    renderer.setSize(WIDTH, HEIGHT);
    camera.aspect = WIDTH / HEIGHT;
    camera.updateProjectionMatrix();
    controls.handleResize();
  }
}

function render() {
  renderer.render(scene, camera);
}

function animate() {
  requestAnimationFrame(animate);
  render();
  controls.update();
  stats.update();
}

function threeReady() {
  init();
}

(function() {
  function addScript(url, callback) {
    callback = callback || function() {};
    var script = document.createElement("script");
    script.addEventListener("load", callback);
    script.setAttribute("src", url);
    document.head.appendChild(script);
  }

  addScript("https://threejs.org/build/three.js", function() {
    addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function() {
      addScript("https://threejs.org/examples/js/libs/stats.min.js", function() {
        threeReady();
      })
    })
  })
})();

于 2017-06-14T20:49:24.003 回答