From 4c3fa1119d6b7d86c46257671bac4124d1ebb6aa Mon Sep 17 00:00:00 2001
From: luxiaotao1123 <t1341870251@163.com>
Date: 星期四, 18 四月 2024 16:55:29 +0800
Subject: [PATCH] #

---
 src/pages/text.jsx |   73 ++++++++++++++++++------------------
 1 files changed, 36 insertions(+), 37 deletions(-)

diff --git a/src/pages/text.jsx b/src/pages/text.jsx
index 3e374d6..c2f0c7c 100644
--- a/src/pages/text.jsx
+++ b/src/pages/text.jsx
@@ -5,21 +5,20 @@
 import { easing } from 'maath'
 
 export default function Text() {
-  return (
-    <Canvas flat shadows camera={{ position: [-15, 0, 10], fov: 25 }}>
-      <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 />
-        {/* <ToneMapping /> */}
-      </EffectComposer>
-      <Environment background preset="sunset" blur={0.8} />
-    </Canvas>
-  )
+    return (
+        <Canvas flat shadows camera={{ position: [-15, 0, 10], fov: 25 }}>
+            <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} />
+        </Canvas>
+    )
 }
 
 /*
@@ -32,28 +31,28 @@
 */
 
 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>
-  )
+    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')

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