|  |  | 
 |  |  |       this.direction = new THREE.Vector3(); | 
 |  |  |       this.raycaster = null; | 
 |  |  |       this.prevTime = performance.now();//上一次render的时间 | 
 |  |  |       this.backgroundType = true; | 
 |  |  |  | 
 |  |  |       this.start = function () { | 
 |  |  |          this.initMain(); | 
 |  |  | 
 |  |  |          requestAnimationFrame(this.animate.bind(this)); | 
 |  |  |          this.stats.begin(); | 
 |  |  |          this.renderer.render(this.scene, this.camera); | 
 |  |  |          this.stats.end(); | 
 |  |  |          this.firstPersonMove(); | 
 |  |  |          this.stats.end(); | 
 |  |  |          this.queryCrn(); | 
 |  |  |          this.crnMove(); | 
 |  |  |       } | 
 |  |  | 
 |  |  |          this.scene = new THREE.Scene(); | 
 |  |  |       } | 
 |  |  |       this.initCamera = function () { | 
 |  |  |          //声明一个透视相机, | 
 |  |  |          // 视角:60, | 
 |  |  |          // 纵横比aspect:全屏,使用的是浏览器的宽度/高度 | 
 |  |  |          //近平面near:0.1 | 
 |  |  |          //远平面视角far:10000 | 
 |  |  |          this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 50000); | 
 |  |  |          /* | 
 |  |  |             设置相机位置,注意threejs中的坐标系采用的是右手坐标系 | 
 |  |  |              */ | 
 |  |  |          // this.camera.position.x = 0; | 
 |  |  |          // this.camera.position.y = 1000; | 
 |  |  |          // this.camera.position.z = 600; | 
 |  |  |          // //相机的朝向 | 
 |  |  |          // this.camera.lookAt(0, 0, 0); | 
 |  |  |          this.camera.position.set( - 350, 1070, 1550 ); | 
 |  |  |          this.camera.lookAt( this.scene.position ); | 
 |  |  |          //将相机放到场景中 | 
 |  |  |          this.scene.add(this.camera); | 
 |  |  |          if (this.camera === null) { | 
 |  |  |             //声明一个透视相机, | 
 |  |  |             // 视角:60, | 
 |  |  |             // 纵横比aspect:全屏,使用的是浏览器的宽度/高度 | 
 |  |  |             //近平面near:0.1 | 
 |  |  |             //远平面视角far:10000 | 
 |  |  |             this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 50000); | 
 |  |  |             /* | 
 |  |  |                 设置相机位置,注意threejs中的坐标系采用的是右手坐标系 | 
 |  |  |                  */ | 
 |  |  |             // this.camera.position.x = 0; | 
 |  |  |             // this.camera.position.y = 1000; | 
 |  |  |             // this.camera.position.z = 600; | 
 |  |  |             // //相机的朝向 | 
 |  |  |             // this.camera.lookAt(0, 0, 0); | 
 |  |  |             this.camera.position.set( - 350, 1070, 1550 ); | 
 |  |  |             this.camera.lookAt( this.scene.position ); | 
 |  |  |             //将相机放到场景中 | 
 |  |  |             this.scene.add(this.camera); | 
 |  |  |          } else { | 
 |  |  |             this.camera.position.set( - 350, 1070, 1550 ); | 
 |  |  |             this.camera.lookAt( this.scene.position ); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       this.initRenderer = function () { | 
 |  |  |          this.renderer = new THREE.WebGLRenderer(); | 
 |  |  | 
 |  |  |       } | 
 |  |  |       this.initStats = function () { | 
 |  |  |          this.stats = new Stats(); | 
 |  |  |          // this.dom.appendChild( this.stats.dom ); | 
 |  |  |          this.dom.appendChild( this.stats.dom ); | 
 |  |  |          this.stats.domElement.style.display = 'none'; | 
 |  |  |       } | 
 |  |  |       this.initBackground = function () { | 
 |  |  |          // const cubeTextureLoader = new THREE.CubeTextureLoader(); | 
 |  |  |          // cubeTextureLoader.setPath( '../static/img/skybox/' ); | 
 |  |  |          // this.scene.background = cubeTextureLoader.load([ | 
 |  |  |          //    "px.jpg", "nx.jpg", | 
 |  |  |          //    "py.jpg", "ny.jpg", | 
 |  |  |          //    "pz.jpg", "nz.jpg" | 
 |  |  |          // ]); | 
 |  |  |          this.scene.background = new THREE.Color( 0xf0f0f0 ); | 
 |  |  |  | 
 |  |  |          if (this.backgroundType) { | 
 |  |  |             this.scene.background = new THREE.Color( 0xf0f0f0 ); | 
 |  |  |          } else { | 
 |  |  |             const cubeTextureLoader = new THREE.CubeTextureLoader(); | 
 |  |  |             cubeTextureLoader.setPath( '../static/img/skybox/' ); | 
 |  |  |             this.scene.background = cubeTextureLoader.load([ | 
 |  |  |                "px.jpg", "nx.jpg", | 
 |  |  |                "py.jpg", "ny.jpg", | 
 |  |  |                "pz.jpg", "nz.jpg" | 
 |  |  |             ]); | 
 |  |  |          } | 
 |  |  |          // 太阳 | 
 |  |  |          // let sky = new Sky(); | 
 |  |  |          // sky.scale.setScalar( 450000 ); | 
 |  |  | 
 |  |  |                   object.moveRight = true; | 
 |  |  |                   break; | 
 |  |  |                case 'Space': | 
 |  |  |                   if ( object.canJump === true ) object.velocity.y += 350; | 
 |  |  |                   if ( object.canJump === true )  { | 
 |  |  |                      object.velocity.y += 450; | 
 |  |  |                   } | 
 |  |  |                   object.canJump = false; | 
 |  |  |                   break; | 
 |  |  |             } | 
 |  |  | 
 |  |  |                   break; | 
 |  |  |             } | 
 |  |  |          }; | 
 |  |  |  | 
 |  |  |          this.controls.addEventListener( 'lock', function () { | 
 |  |  |             console.log("第一人称视角") | 
 |  |  |          } ); | 
 |  |  |          this.controls.addEventListener( 'unlock', function () { | 
 |  |  |             console.log("上帝视角"); | 
 |  |  |             object.initCamera(); | 
 |  |  |          } ); | 
 |  |  |          document.addEventListener( 'keydown', onKeyDown ); | 
 |  |  |          document.addEventListener( 'keyup', onKeyUp ); | 
 |  |  |  | 
 |  |  |  | 
 |  |  |          this.addObject( this.controls.getObject() ); | 
 |  |  |       } | 
 |  |  |       this.firstPersonMove=function(){ | 
 |  |  |          const time = performance.now(); | 
 |  |  |          if ( this.controls.isLocked === true ) { | 
 |  |  |  | 
 |  |  |             this.raycaster.ray.origin.copy( this.controls.getObject().position ); | 
 |  |  |             this.raycaster.ray.origin.y -= 10; | 
 |  |  |  | 
 |  |  |             const intersections = this.raycaster.intersectObjects( this.objects, false ); | 
 |  |  |  | 
 |  |  |             const onObject = intersections.length > 0; | 
 |  |  |             var time = performance.now(); | 
 |  |  |             const delta = ( time - this.prevTime ) / 1000; | 
 |  |  |  | 
 |  |  |             this.velocity.x -= this.velocity.x * 10.0 * delta; | 
 |  |  |             this.velocity.z -= this.velocity.z * 10.0 * delta; | 
 |  |  |  | 
 |  |  |             this.velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass | 
 |  |  |  | 
 |  |  |             this.direction.z = Number( this.moveForward ) - Number( this.moveBackward ); | 
 |  |  |             this.direction.x = Number( this.moveRight ) - Number( this.moveLeft ); | 
 |  |  |             this.direction.normalize(); // this ensures consistent movements in all directions | 
 |  |  |  | 
 |  |  |             if ( this.moveForward || this.moveBackward ) this.velocity.z -= this.direction.z * 400.0 * delta; | 
 |  |  |             if ( this.moveLeft || this.moveRight ) this.velocity.x -= this.direction.x * 400.0 * delta; | 
 |  |  |  | 
 |  |  |             if ( this.moveForward || this.moveBackward ) this.velocity.z -= this.direction.z * 2000.0 * delta; | 
 |  |  |             if ( this.moveLeft || this.moveRight ) this.velocity.x -= this.direction.x * 2000.0 * delta; | 
 |  |  |             if ( onObject === true ) { | 
 |  |  |  | 
 |  |  |                this.velocity.y = Math.max( 0, this.velocity.y ); | 
 |  |  |                this.canJump = true; | 
 |  |  |  | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |             this.controls.moveRight( - this.velocity.x * delta ); | 
 |  |  |             this.controls.moveForward( - this.velocity.z * delta ); | 
 |  |  |  | 
 |  |  |             this.controls.getObject().position.y += ( this.velocity.y * delta ); // new behavior | 
 |  |  |  | 
 |  |  |             if ( this.controls.getObject().position.y < 10 ) { | 
 |  |  |  | 
 |  |  |                this.velocity.y = 0; | 
 |  |  |                this.controls.getObject().position.y = 10; | 
 |  |  |  | 
 |  |  |                this.canJump = true; | 
 |  |  |  | 
 |  |  |             } | 
 |  |  |             this.prevTime = time; | 
 |  |  |          } | 
 |  |  |          this.prevTime = time; | 
 |  |  |       } | 
 |  |  |       this.lockControl = function () { | 
 |  |  |          this.camera.position.y = 100; | 
 |  |  | 
 |  |  |             crnTask.move(); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       // 功能方法区 | 
 |  |  |       this.changeStats = function () { | 
 |  |  |          if (this.stats.domElement.style.display === 'none') { | 
 |  |  |             this.stats.domElement.style.display = 'block'; | 
 |  |  |          } else { | 
 |  |  |             this.stats.domElement.style.display = 'none'; | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       this.changeBackGround = function () { | 
 |  |  |          this.backgroundType = !this.backgroundType; | 
 |  |  |          this.initBackground(); | 
 |  |  |       } | 
 |  |  |    }, | 
 |  |  |  | 
 |  |  | }; |