#
luxiaotao1123
2024-04-26 e6de6ddae28dec5bf092b66d77ee8d522d39ff04
src/pages/text.jsx
@@ -6,53 +6,15 @@
export default function Text() {
    return (
        <Canvas flat shadows camera={{ position: [-15, 0, 10], fov: 25 }}>
        <Canvas flat shadows camera={{ position: [-15, 0, 10] }}>
            <fog attach="fog" args={['black', 15, 22.5]} />
            <Stage intensity={0.5} environment="city" shadows={{ type: 'accumulative', bias: -0.001, intensity: Math.PI }} adjustCamera={false}>
                {/* <Kamdo rotation={[0, Math.PI, 0]} /> */}
            </Stage>
            <Grid renderOrder={-1} position={[0, -1.85, 0]} infiniteGrid cellSize={0.6} cellThickness={0.6} sectionSize={3.3} sectionThickness={1.5} sectionColor={[0.5, 0.5, 10]} fadeDistance={30} />
            <OrbitControls autoRotate autoRotateSpeed={0.05} enableZoom={false} makeDefault minPolarAngle={Math.PI / 2} maxPolarAngle={Math.PI / 2} />
            <EffectComposer disableNormalPass>
                <Bloom luminanceThreshold={2} mipmapBlur />
            </EffectComposer>
            <Environment background preset="warehouse" blur={0.8} />
            <Environment background preset="warehouse" />
        </Canvas>
    )
}
/*
Auto-generated by: https://github.com/pmndrs/gltfjsx
Command: npx gltfjsx@6.1.0 s2wt_kamdo_industrial_divinities.glb --transform --simplify
Author: Hansalex (https://sketchfab.com/Hansalex)
License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
Source: https://sketchfab.com/3d-models/s2wt-kamdo-industrial-divinities-f503b70ac05e49a38c81100d71599a1b
Title: S2WT "Kamdo" (Industrial Divinities)
*/
function Kamdo(props) {
    const head = useRef()
    const stripe = useRef()
    const light = useRef()
    const { nodes, materials } = useGLTF('/s2wt_kamdo_industrial_divinities-transformed.glb')
    useFrame((state, delta) => {
        const t = (1 + Math.sin(state.clock.elapsedTime * 2)) / 2
        stripe.current.color.setRGB(2 + t * 20, 2, 20 + t * 50)
        easing.dampE(head.current.rotation, [0, state.pointer.x * (state.camera.position.z > 1 ? 1 : -1), 0], 0.4, delta)
        light.current.intensity = 1 + t * 4
    })
    return (
        <group {...props}>
            <mesh castShadow receiveShadow geometry={nodes.body001.geometry} material={materials.Body} />
            <group ref={head}>
                <mesh castShadow receiveShadow geometry={nodes.head001.geometry} material={materials.Head} />
                <mesh castShadow receiveShadow geometry={nodes.stripe001.geometry}>
                    <meshBasicMaterial ref={stripe} toneMapped={false} />
                    <pointLight ref={light} intensity={1} color={[10, 2, 5]} distance={2.5} />
                </mesh>
            </group>
        </group>
    )
}
useGLTF.preload('/s2wt_kamdo_industrial_divinities-transformed.glb')