diff --git a/gz3d/build/gz3d.js b/gz3d/build/gz3d.js index 38c6e53e7d24c2160dc5fc55983338ffa4bf07eb..48e52a7c37f71bc71ae08baea4b024555291fc7c 100644 --- a/gz3d/build/gz3d.js +++ b/gz3d/build/gz3d.js @@ -5594,7 +5594,7 @@ GZ3D.Scene.prototype.init = function() // camera this.camera = this.viewManager.getViewByName('main_view').camera; - this.defaultCameraPosition = new THREE.Vector3(0, -5, 5); + this.defaultCameraPosition = new THREE.Vector3(5, 0, 1); this.resetView(); // Grid @@ -6658,8 +6658,8 @@ GZ3D.Scene.prototype.createSpotLight = function(obj, color, intensity, lightObj.shadowCameraFar = 50; lightObj.shadowCameraFov = (2 * angle / Math.PI) * 180; - lightObj.shadowMapWidth = 4096; - lightObj.shadowMapHeight = 4096; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; if (cast_shadows) { @@ -6696,8 +6696,8 @@ GZ3D.Scene.prototype.createDirectionalLight = function(obj, color, intensity, var lightObj = new THREE.DirectionalLight(color, intensity); lightObj.shadowCameraNear = 0.1; lightObj.shadowCameraFar = 50; - lightObj.shadowMapWidth = 4094; - lightObj.shadowMapHeight = 4094; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; lightObj.shadowCameraVisible = false; lightObj.shadowCameraBottom = -10; lightObj.shadowCameraLeft = -10; @@ -8241,8 +8241,8 @@ GZ3D.SdfParser.prototype.spawnLightFromSDF = function(sdfObj) lightObj.target.position = target; lightObj.shadowCameraNear = 1; lightObj.shadowCameraFar = 50; - lightObj.shadowMapWidth = 4094; - lightObj.shadowMapHeight = 4094; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; lightObj.shadowCameraVisible = false; lightObj.shadowCameraBottom = -100; lightObj.shadowCameraLeft = -100; diff --git a/gz3d/src/gzscene.js b/gz3d/src/gzscene.js index fb41118728f91a7a9c8242d45a1033310f244da1..ebac0df5eefd716d6e0cb58b2e0bba4dc9dc44b6 100644 --- a/gz3d/src/gzscene.js +++ b/gz3d/src/gzscene.js @@ -67,7 +67,7 @@ GZ3D.Scene.prototype.init = function() // camera this.camera = this.viewManager.getViewByName('main_view').camera; - this.defaultCameraPosition = new THREE.Vector3(0, -5, 5); + this.defaultCameraPosition = new THREE.Vector3(5, 0, 1); this.resetView(); // Grid @@ -1079,6 +1079,7 @@ GZ3D.Scene.prototype.createPointLight = function(obj, color, intensity, { lightObj.distance = distance; } + if (cast_shadows) { lightObj.castShadow = cast_shadows; @@ -1131,8 +1132,8 @@ GZ3D.Scene.prototype.createSpotLight = function(obj, color, intensity, lightObj.shadowCameraFar = 50; lightObj.shadowCameraFov = (2 * angle / Math.PI) * 180; - lightObj.shadowMapWidth = 4096; - lightObj.shadowMapHeight = 4096; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; if (cast_shadows) { @@ -1169,8 +1170,8 @@ GZ3D.Scene.prototype.createDirectionalLight = function(obj, color, intensity, var lightObj = new THREE.DirectionalLight(color, intensity); lightObj.shadowCameraNear = 0.1; lightObj.shadowCameraFar = 50; - lightObj.shadowMapWidth = 4094; - lightObj.shadowMapHeight = 4094; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; lightObj.shadowCameraVisible = false; lightObj.shadowCameraBottom = -10; lightObj.shadowCameraLeft = -10; diff --git a/gz3d/src/gzsdfparser.js b/gz3d/src/gzsdfparser.js index 96d8ed71a8b584943263013faf3bcb5fb64d90d4..51bd232086a8855594be9aec522e16b95ffa0dfc 100644 --- a/gz3d/src/gzsdfparser.js +++ b/gz3d/src/gzsdfparser.js @@ -183,8 +183,8 @@ GZ3D.SdfParser.prototype.spawnLightFromSDF = function(sdfObj) lightObj.target.position = target; lightObj.shadowCameraNear = 1; lightObj.shadowCameraFar = 50; - lightObj.shadowMapWidth = 4094; - lightObj.shadowMapHeight = 4094; + lightObj.shadowMapWidth = 2048; + lightObj.shadowMapHeight = 2048; lightObj.shadowCameraVisible = false; lightObj.shadowCameraBottom = -100; lightObj.shadowCameraLeft = -100;