#
luxiaotao1123
2024-04-07 01a0c9b9003412e48496157fd95e71b79659d7c2
zy-asrs-flow/src/pages/map/drawer/shelf/shelfThree.js
@@ -7,7 +7,8 @@
import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass';
import { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader';
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader'
import * as Utils from '../../utils'
const help = false;
@@ -87,7 +88,7 @@
        // renderer.useLegacyLights = false;  // 旧版光源 重要
        renderer.shadowMap.enabled = true;
        // this.renderer.shadowMap.type = THREE.BasicShadowMap;    // 最低阴影
        // this.renderer.toneMapping = THREE.ReinhardToneMapping;
        // renderer.toneMapping = THREE.ReinhardToneMapping;
        renderer.toneMapping = THREE.ACESFilmicToneMapping;
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(this.getFullWidth(), this.getFullHeight());
@@ -128,7 +129,7 @@
        controls.minPolarAngle = 0; // 最小俯仰角度(向下看)
        controls.maxPolarAngle = Math.PI / 2.1; // 最大俯仰角度(向上看)
        controls.rotateSpeed = 0.6; // 视角移动速度减慢
        controls.autoRotate = false; // 自动旋转
        controls.autoRotate = true; // 自动旋转
        controls.target = new THREE.Vector3(0, 250, 0)  // 屏幕中心点 平替 camera的lookAt
        return controls;
@@ -173,8 +174,12 @@
            if (intersects.length === 0) {
                return;
            }
            this.outlinePass.selectedObjects = [intersects[0].object];
            let objName = intersects[0].object.name;
            this.objects.forEach(obj => {
                if (obj.name === objName) {
                    this.outlinePass.selectedObjects = [obj];
                }
            })
            if (objName && this.handleClick) {
                this.handleClick(objName, x, y);
            }
@@ -183,11 +188,41 @@
    }
    generateMesh = (fn) => {
        fn(this.addObject);
        // fn(this.addObject);
        const loader = new FBXLoader();
        const promise = new Promise((resolve) => {
            loader.load('model/04.fbx', (mesh) => {
                mesh.position.set(0, 10, 0);
                mesh.scale.set(5, 5, 5);
                // mesh.name = '1-1-1';
                // mesh.rotation.x = Utils.rotationParseNum(270);
                mesh.traverse(function (child) {
                    if (child.isMesh) {
                        if (child.name === '不规则') {
                            // child.visible = false;
                            child.material.color.set(0xE8B67E);
                        }
                        if (child.name === '货架') {
                            // child.visible = false;
                            child.material.color.set(0x4680BF);
                        }
                        if (child.name === '托盘') {
                            // child.visible = false;
                            child.material.color.set(0xBEBEBE);
                        }
                        child.castShadow = true;
                        child.receiveShadow = true;
                    }
                });
                this.addObject(mesh);
                resolve();
            })
        })
        return promise;
    }
    setNewSelectedMesh = (objName) => {
        for(const mesh of this.objects) {
        for (const mesh of this.objects) {
            if (mesh.name === objName) {
                this.outlinePass.selectedObjects = [mesh];
                break;
@@ -240,29 +275,29 @@
};
const initLight = (scene) => {
    const directionalLight = new THREE.DirectionalLight(0xffffff, 8);
    const directionalLight = new THREE.DirectionalLight(0xffffff, 5);
    directionalLight.position.set(1, 1, 1);
    scene.add(directionalLight);
    const ambientLight = new THREE.AmbientLight(0xf0f0f0, 18);
    const ambientLight = new THREE.AmbientLight(0xffffff, 3);
    scene.add(ambientLight);
    const spotLight = new THREE.SpotLight(0xffffff, 8);
    spotLight.position.set(-300, 1000, 0);
    spotLight.angle = Math.PI / 4;  // 角度
    spotLight.distance = 800;  // 距离
    spotLight.decay = 0;    // 光衰
    // 光照阴影及其生效范围
    spotLight.castShadow = true;
    spotLight.shadow.camera.near = 50;
    spotLight.shadow.camera.far = 2000;
    spotLight.shadow.bias = - 0.000222;
    // 阴影特效高低值
    spotLight.shadow.mapSize.width = 1024;
    spotLight.shadow.mapSize.height = 1024;
    scene.add(spotLight);
    // const spotLight = new THREE.SpotLight(0xffffff, 5);
    // spotLight.position.set(-300, 1000, 0);
    // spotLight.angle = Math.PI / 4;  // 角度
    // spotLight.distance = 800;  // 距离
    // spotLight.decay = 0;    // 光衰
    // // 光照阴影及其生效范围
    // spotLight.castShadow = true;
    // spotLight.shadow.camera.near = 50;
    // spotLight.shadow.camera.far = 2000;
    // spotLight.shadow.bias = - 0.000222;
    // // 阴影特效高低值
    // spotLight.shadow.mapSize.width = 1024;
    // spotLight.shadow.mapSize.height = 1024;
    // scene.add(spotLight);
    if (help) {
        scene.add(new THREE.SpotLightHelper(spotLight));
    }
    // if (help) {
    //     scene.add(new THREE.SpotLightHelper(spotLight));
    // }
}