Three.js - PointLight 点光源
PointLight 点光源是一种从单个点向四面八方发出光线的光源。它与普通世界中的灯泡非常相似。它可以投射阴影,因为它是一种定向光。
const light = new THREE.PointLight(color, intensity, distance, decay) light.castShadow = true light.shadow.camera.near = 0.5 // default light.shadow.camera.far = 500 // default

示例
查看以下示例。
pointlight.html
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - PointLight</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> </head> <body> <div id="container"></div> <script type="module"> // Adding point light to Three.js scene // It is like a small sun, which emits light from a point in all directions // GUI // sizes let width = window.innerWidth let height = window.innerHeight // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) console.log(scene.children) // camera const camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000) camera.position.set(0, 0, 10) const camFolder = gui.addFolder('Camera') camFolder.add(camera.position, 'z', 10, 80, 1) camFolder.open() // lights const ambientLight = new THREE.AmbientLight(0xffffff, 0.5) scene.add(ambientLight) const light = new THREE.PointLight() scene.add(light) const helper = new THREE.PointLightHelper(light) scene.add(helper) // for shadow light.castShadow = true light.shadow.mapSize.width = 1024 light.shadow.mapSize.height = 1024 light.shadow.camera.near = 0.5 light.shadow.camera.far = 100 scene.add(light) // light controls const lightColor = { color: light.color.getHex() } const lightFolder = gui.addFolder('Light') lightFolder.addColor(lightColor, 'color').onChange(() => { light.color.set(lightColor.color) }) lightFolder.add(light, 'intensity', 0, 1, 0.01) lightFolder.open() const pointLightFolder = gui.addFolder('THREE.PointLight') pointLightFolder.add(light, 'distance', 0, 100, 0.01) pointLightFolder.add(light, 'decay', 0, 4, 0.1) pointLightFolder.add(light.position, 'x', -50, 50, 0.01) pointLightFolder.add(light.position, 'y', -50, 50, 0.01) pointLightFolder.add(light.position, 'z', -50, 50, 0.01) pointLightFolder.open() // plane const planeGeometry = new THREE.PlaneGeometry(100, 20) const plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMateria l({ color: 0xffffff })) plane.rotateX(-Math.PI / 2) plane.position.y = -2.5 plane.receiveShadow = true scene.add(plane) // torus const geometry = new THREE.TorusGeometry(1.5, 0.5, 20, 50) const material = new THREE.MeshStandardMaterial({ color: 0x87ceeb }) const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const torus = new THREE.Mesh(geometry, material) torus.castShadow = true torus.receiveShadow = true scene.add(torus) // responsiveness window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // renderer const renderer = new THREE.WebGL1Renderer() renderer.setSize(window.innerWidth, window.innerHeight) renderer.shadowMap.enabled = true renderer.shadowMap.type = THREE.PCFSoftShadowMap renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // animation function animate() { requestAnimationFrame(animate) torus.rotation.x += 0.005 torus.rotation.y += 0.01 renderer.render(scene, camera) } // rendering the scene const container = document.querySelector('#container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
输出

threejs_lights_and_shadows.html