|  |  | 
 |  |  | 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; | 
 |  |  | const help = true; | 
 |  |  |  | 
 |  |  | export default class ShelfThree { | 
 |  |  |  | 
 |  |  | 
 |  |  |  | 
 |  |  |         // scene.background = new THREE.Color(0xf8f8f8); | 
 |  |  |         scene.background = new THREE.Color(0x7a7a7a); | 
 |  |  |         scene.fog = new THREE.Fog(scene.background, 1, 5000); | 
 |  |  |         if (help) { | 
 |  |  |             scene.add(new THREE.AxesHelper(1000)); | 
 |  |  |         } | 
 |  |  | 
 |  |  |         // 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()); | 
 |  |  | 
 |  |  |         // controls.minDistance = 1; // 最小缩放距离 | 
 |  |  |         // controls.maxDistance = 30; // 最大缩放距离 | 
 |  |  |         controls.minPolarAngle = 0; // 最小俯仰角度(向下看) | 
 |  |  |         // controls.minPolarAngle = Math.PI / 2.1; | 
 |  |  |         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; | 
 |  |  | 
 |  |  |             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); | 
 |  |  |             } | 
 |  |  | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     generateMesh = (fn) => { | 
 |  |  |         fn(this.addObject); | 
 |  |  |         const loader = new FBXLoader(); | 
 |  |  |         fn(loader, this.addObject); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     setNewSelectedMesh = (objName) => { | 
 |  |  |         for(const mesh of this.objects) { | 
 |  |  |         for (const mesh of this.objects) { | 
 |  |  |             if (mesh.name === objName) { | 
 |  |  |                 this.outlinePass.selectedObjects = [mesh]; | 
 |  |  |                 break; | 
 |  |  | 
 |  |  | }; | 
 |  |  |  | 
 |  |  | const initLight = (scene) => { | 
 |  |  |     const directionalLight = new THREE.DirectionalLight(0xffffff, 8); | 
 |  |  |     directionalLight.position.set(1, 1, 1); | 
 |  |  |     scene.add(directionalLight); | 
 |  |  |     const hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 6); | 
 |  |  |     hemiLight.color.setHSL(0.6, 1, 0.6); | 
 |  |  |     hemiLight.groundColor.setHSL(0.095, 1, 0.75); | 
 |  |  |     hemiLight.position.set(0, 1500, 0); | 
 |  |  |     scene.add(hemiLight); | 
 |  |  |  | 
 |  |  |     const ambientLight = new THREE.AmbientLight(0xf0f0f0, 18); | 
 |  |  |     scene.add(ambientLight); | 
 |  |  |     const dirLight = new THREE.DirectionalLight(0xffffff, 2.5); | 
 |  |  |     dirLight.color.setHSL(0.1, 1, 0.95); | 
 |  |  |     dirLight.position.set(-10, 10, 10); | 
 |  |  |     dirLight.position.multiplyScalar(30); | 
 |  |  |     scene.add(dirLight); | 
 |  |  |  | 
 |  |  |     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); | 
 |  |  |  | 
 |  |  |     if (help) { | 
 |  |  |         scene.add(new THREE.SpotLightHelper(spotLight)); | 
 |  |  |     } | 
 |  |  |     const dirLight1 = new THREE.DirectionalLight(0xffffff, 2.5); | 
 |  |  |     dirLight1.color.setHSL(0.1, 1, 0.95); | 
 |  |  |     dirLight1.position.set(10, 10, -10); | 
 |  |  |     dirLight1.position.multiplyScalar(30); | 
 |  |  |     scene.add(dirLight1); | 
 |  |  | } |