提交 4cc5a1af 编写于 作者: M Mr.doob

Editor: Handle LightShadow.radius.

上级 13ee4bee
......@@ -256,6 +256,9 @@ Sidebar.Object = function ( editor ) {
var objectReceiveShadow = new UI.THREE.Boolean( false, 'receive' ).onChange( update );
objectShadowRow.add( objectReceiveShadow );
var objectShadowRadius = new UI.Number( 1 ).onChange( update );
objectShadowRow.add( objectShadowRadius );
container.add( objectShadowRow );
// visible
......@@ -476,6 +479,16 @@ Sidebar.Object = function ( editor ) {
}
if ( object.shadow !== undefined ) {
if ( object.shadow.radius !== objectShadowRadius.getValue() ) {
editor.execute( new SetValueCommand( object.shadow, 'radius', objectShadowRadius.getValue() ) );
}
}
try {
var userData = JSON.parse( objectUserData.getValue() );
......@@ -510,7 +523,8 @@ Sidebar.Object = function ( editor ) {
'exponent' : objectExponentRow,
'decay' : objectDecayRow,
'castShadow' : objectShadowRow,
'receiveShadow' : objectReceiveShadow
'receiveShadow' : objectReceiveShadow,
'shadow': objectShadowRadius
};
for ( var property in properties ) {
......@@ -689,6 +703,12 @@ Sidebar.Object = function ( editor ) {
}
if ( object.shadow !== undefined ) {
objectShadowRadius.setValue( object.shadow.radius );
}
objectVisible.setValue( object.visible );
try {
......
......@@ -114,7 +114,14 @@ Sidebar.Project = function ( editor ) {
rendererPropertiesRow.setDisplay( type === 'WebGLRenderer' ? '' : 'none' );
var renderer = new rendererTypes[ type ]( { antialias: antialias } );
if ( shadows && renderer.shadowMap ) renderer.shadowMap.enabled = true;
if ( shadows && renderer.shadowMap ) {
renderer.shadowMap.enabled = true;
// renderer.shadowMap.type = THREE.PCFSoftShadowMap;
}
signals.rendererChanged.dispatch( renderer );
}
......
......@@ -27,7 +27,14 @@ var APP = {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0x000000 );
renderer.setPixelRatio( window.devicePixelRatio );
if ( json.project.shadows ) renderer.shadowMap.enabled = true;
if ( json.project.shadows ) {
renderer.shadowMap.enabled = true;
// renderer.shadowMap.type = THREE.PCFSoftShadowMap;
}
this.dom = renderer.domElement;
this.setScene( loader.parse( json.scene ) );
......
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