From 05cd560d6b67e287acd6684ffeacc0db4b0b2386 Mon Sep 17 00:00:00 2001 From: Vitaly Turovsky Date: Mon, 29 Sep 2025 02:01:04 +0300 Subject: [PATCH] add shadow and directional light for player in inventory (model viewer) --- src/react/OverlayModelViewer.tsx | 54 +++++++++++++++++++++++++++----- 1 file changed, 46 insertions(+), 8 deletions(-) diff --git a/src/react/OverlayModelViewer.tsx b/src/react/OverlayModelViewer.tsx index 0fdeae75..e48a2f0b 100644 --- a/src/react/OverlayModelViewer.tsx +++ b/src/react/OverlayModelViewer.tsx @@ -119,11 +119,15 @@ export default () => { modelLoaders.current.set(modelUrl, loader) const onLoad = (object: THREE.Object3D) => { - // Apply customization if available + // Apply customization if available and enable shadows const customization = model?.modelCustomization?.[modelUrl] - if (customization) { - object.traverse((child) => { - if (child instanceof THREE.Mesh && child.material) { + object.traverse((child) => { + if (child instanceof THREE.Mesh) { + // Enable shadow casting and receiving for all meshes + child.castShadow = true + child.receiveShadow = true + + if (child.material && customization) { const material = child.material as THREE.MeshStandardMaterial if (customization.color) { material.color.setHex(parseInt(customization.color.replace('#', ''), 16)) @@ -139,8 +143,8 @@ export default () => { material.roughness = customization.roughness } } - }) - } + } + }) // Center and scale model const box = new THREE.Box3().setFromObject(object) @@ -259,6 +263,12 @@ export default () => { } renderer.setPixelRatio(scale) renderer.setSize(model.positioning.width, model.positioning.height) + + // Enable shadow rendering for depth and realism + renderer.shadowMap.enabled = true + renderer.shadowMap.type = THREE.PCFSoftShadowMap // Soft shadows for better quality + renderer.shadowMap.autoUpdate = true + containerRef.current.appendChild(renderer.domElement) // Setup controls @@ -270,10 +280,30 @@ export default () => { controls.enableDamping = true controls.dampingFactor = 0.05 - // Add ambient light - const ambientLight = new THREE.AmbientLight(0xff_ff_ff, 1) + // Add ambient light for overall illumination + const ambientLight = new THREE.AmbientLight(0xff_ff_ff, 0.4) // Reduced intensity to allow shadows scene.add(ambientLight) + // Add directional light for shadows and depth (similar to Minecraft inventory lighting) + const directionalLight = new THREE.DirectionalLight(0xff_ff_ff, 0.6) + directionalLight.position.set(2, 2, 2) // Position light from top-right-front + directionalLight.target.position.set(0, 0, 0) // Point towards center of scene + + // Configure shadow properties for optimal quality + directionalLight.castShadow = true + directionalLight.shadow.mapSize.width = 2048 // High resolution shadow map + directionalLight.shadow.mapSize.height = 2048 + directionalLight.shadow.camera.near = 0.1 + directionalLight.shadow.camera.far = 10 + directionalLight.shadow.camera.left = -3 + directionalLight.shadow.camera.right = 3 + directionalLight.shadow.camera.top = 3 + directionalLight.shadow.camera.bottom = -3 + directionalLight.shadow.bias = -0.0001 // Reduce shadow acne + + scene.add(directionalLight) + scene.add(directionalLight.target) + // Cursor following function const updatePlayerLookAt = () => { if (!isFollowingCursor.current || !sceneRef.current?.playerObject) return @@ -342,6 +372,14 @@ export default () => { scale: 1 // Start with base scale, will adjust below }) + // Enable shadows for player object + wrapper.traverse((child) => { + if (child instanceof THREE.Mesh) { + child.castShadow = true + child.receiveShadow = true + } + }) + // Calculate proper scale and positioning for camera view const box = new THREE.Box3().setFromObject(wrapper) const size = box.getSize(new THREE.Vector3())