spotlight & shadow

by Millieyan

HTML

<div id="info">Shadowing a Group
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/107/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  // margin: 0;
  overflow: hidden;
}

JavaScript

var camera, scene, renderer;
var light;
var slhelper, lschelper;
var angle = Math.PI/3, sign = 1;

init();
animate();

function init() {

  scene = new THREE.Scene();
  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;

  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x333333);
  document.body.appendChild(renderer.domElement);

  let controls = new THREE.OrbitControls(camera, renderer.domElement);

  var amblight = new THREE.AmbientLight(0x444444); // soft white light
  scene.add(amblight);
  ////////////////////////////////////////////////////
	// occluder
  boxes = new THREE.Group()
  let geometry = new THREE.BoxGeometry(10, 10, 10);
  let material = new THREE.MeshLambertMaterial({
    color: 0x888888
  });
  let box = new THREE.Mesh(geometry, material);
  boxes.add(box);
  box2 = box.clone()
  box2.position.set (30,30,0)
  boxes.add (box2)
  box.position.set (-30,30,0);
  scene.add (boxes)

  // spotlight
  light = new THREE.SpotLight(0xffffff, 1.5);
  light.position.set(0, 100, 0);
  light.angle = Math.PI/3;
  light.penumbra = 0.5
  scene.add(light);
  light.target = boxes;

  // ocludee: floor
  var floor = new THREE.Mesh(new THREE.PlaneGeometry(400, 400),
    new THREE.MeshPhongMaterial());
  floor.rotation.x = -Math.PI / 2;
  scene.add(floor);

	//////////////////////////////////////////////////
  // shadow map settings
  light.castShadow = true;
  light.shadow.mapSize.width = 1024;
  light.shadow.mapSize.height = 1024;
  light.shadow.camera.near = 10;
  light.shadow.camera.far = 200;
  light.shadow.camera.fov = light.angle / Math.PI * 180 * 2;
	
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFShadowMap;

  floor.receiveShadow = true;
	// these WONT work for a Group/Object3D
  //  boxes.castShadow = true
	//  boxes.receiveShadow = true
	boxes.traverse (
  	function...