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				@@ -224,21 +224,43 @@ 
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				 				// scene.add(gridHelper); 
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				                 // 环境光会均匀的照亮场景中的所有物体 
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				-                const ambientLight = new THREE.AmbientLight(0xFFEFE0, 2); 
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				+                const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3); 
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				                 scene.add(ambientLight); 
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				                 //平行光 
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				-                const light = new THREE.DirectionalLight(0xFFF8E5, 2.2); 
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				-                light.position.set(-14.8, 9.188, -7.448); //default; light shining from top 
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				+                const light = new THREE.DirectionalLight(0xFFF8E5, 3); 
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				+                light.position.set(-3, 9, 3); //default; light shining from top 
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				+				light.castShadow = true; // default false 
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				+				// 默认情况下光投影相机区域是一个长宽高为10x10x500的长方体区域,光源投射方向为通过坐标原点 
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				+				light.shadow.camera.left = -100; // default 
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				+				light.shadow.camera.right  = 100; // default 
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				+				light.shadow.camera.top  = 100; // default 
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				+				light.shadow.camera.bottom  = -100; // default 
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				+				 
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				+				light.shadow.mapSize.width = 8192; // default 
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				+				light.shadow.mapSize.height = 8192; // default 
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				+				// light.shadow.camera.near = 0.1; // default 
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				+				// light.shadow.camera.far = 500; // default 
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				+				 
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				+				// light.shadow.bias = -0.01; 
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				+				// light.shadow.radius = 1; 
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				+				// light.shadow.darkness = 1; // 设置阴影强度为0.5 
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				                 scene.add(light); 
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				+				 
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				+				const helper = new THREE.CameraHelper( light.shadow.camera ); 
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				+				scene.add(helper); 
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				                 // 从一个点向各个方向发射的光源。一个常见的例子是模拟一个灯泡发出的光。 
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				                 // const pointLight = new THREE.PointLight( 0xffffff, 0.3 ); 
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				                 // camera.add( pointLight ); 
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				 				//antialias 这个值得设置为false,不然IOS上截图会失效 
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				-                renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d, alpha: true, antialias:false, 
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				+                renderer = that.renderer = new THREE.WebGLRenderer({  
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				+					canvas:canvas3d,  
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				+					alpha: true,  
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				+					antialias:false, 
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				 					// 如果想保存three.js canvas画布上的信息,注意设置preserveDrawingBuffer 
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				-					preserveDrawingBuffer: true, } ); 
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				+					preserveDrawingBuffer: true, 
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				+				}); 
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				 				renderer.shadowMap.enabled = true;//产生阴影 
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				 				renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性 
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				 				renderer.outputEncoding = THREE.sRGBEncoding; 
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				@@ -266,11 +288,6 @@ 
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				 					// 检查相机位置是否超出边界框 
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				 					if (camera.position.y < 0) { 
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				 						camera.position.y = 0; 
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				-						// let clampedPosition = new THREE.Vector3( ); 
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				-						// boundary.clampPoint(camera.position,clampedPosition); 
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				-						// if(clampedPosition){ 
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				-						// 	camera.position.copy(clampedPosition); 
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				-						// } 
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				 					} 
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				 				}); 
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				 				// that.controls = controls; 
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