Commit 6d038320 authored by 王晓旭's avatar 王晓旭

根据宣汉项目修改了一下灯光和缩放

parent 3b1848c9
...@@ -9,7 +9,7 @@ VUE_APP_BASE_API =127.0.0.1:18222/m ...@@ -9,7 +9,7 @@ VUE_APP_BASE_API =127.0.0.1:18222/m
VUE_APP_PORTAL_URL = http://192.168.0.98:11072 VUE_APP_PORTAL_URL = http://192.168.0.98:11072
# 站点请求地址 # 站点请求地址
VUE_APP_SITETREE_URL = http://192.168.0.98:11078/base/site/siteTree VUE_APP_SITETREE_URL = http://192.168.0.98:11091/m/basics_api/base/site/siteTree
# 系统名称 # 系统名称
VUE_APP_sysName = "设备物联网" VUE_APP_sysName = "设备物联网"
...@@ -283,9 +283,9 @@ export default { ...@@ -283,9 +283,9 @@ export default {
directionalLight: "#0xffc288", //点光源 directionalLight: "#0xffc288", //点光源
intensity: 1, //灯光强度 intensity: 1, //灯光强度
visible: true, //是否可见 visible: true, //是否可见
castShadow: true, castShadow: true,//是否阴影
exponent: 30, exponent: 30,
target: "plane", target: "plane",//距原点距离
debug: false, debug: false,
}; };
...@@ -334,11 +334,13 @@ export default { ...@@ -334,11 +334,13 @@ export default {
.name("z"); .name("z");
}, },
_initTree() { _initTree() {
// 把模型放到透视相机中设置
scene = new THREE.Scene(); scene = new THREE.Scene();
// alert(this.$el.offsetWidth) // alert(this.$el.offsetWidth)
// alert(this.$el.offsetHeight) // alert(this.$el.offsetHeight)
let screenW = this.$el.offsetWidth; let screenW = this.$el.offsetWidth;
let screenH = this.$el.offsetHeight; let screenH = this.$el.offsetHeight;
// 设置透视相机
camera = new THREE.PerspectiveCamera(4, screenW / screenH, 0.01, 20000); camera = new THREE.PerspectiveCamera(4, screenW / screenH, 0.01, 20000);
this._initCamera(); this._initCamera();
camera.lookAt(scene.position); camera.lookAt(scene.position);
...@@ -370,6 +372,7 @@ export default { ...@@ -370,6 +372,7 @@ export default {
} }
this.animation(); this.animation();
}, },
// 动画
animation() { animation() {
// TWEEN.update() // TWEEN.update()
requestAnimationFrame(this.animation); requestAnimationFrame(this.animation);
...@@ -390,6 +393,7 @@ export default { ...@@ -390,6 +393,7 @@ export default {
// renderer.render( scene, camera ); // renderer.render( scene, camera );
// labelRenderer.render( scene, camera ); // labelRenderer.render( scene, camera );
}, },
// 样式渲染
css2renderer() { css2renderer() {
let screenW = this.$el.offsetWidth; let screenW = this.$el.offsetWidth;
let screenH = this.$el.offsetHeight; let screenH = this.$el.offsetHeight;
...@@ -404,12 +408,14 @@ export default { ...@@ -404,12 +408,14 @@ export default {
labelRenderer.domElement.style.top = 0; labelRenderer.domElement.style.top = 0;
this.$refs.three.appendChild(labelRenderer.domElement); this.$refs.three.appendChild(labelRenderer.domElement);
}, },
// 将渲染好的样式插入节点中
css2controls() { css2controls() {
this.css2renderer(); this.css2renderer();
controls = new OrbitControls(camera, labelRenderer.domElement); controls = new OrbitControls(camera, labelRenderer.domElement);
var counter = document.getElementById("counter"); var counter = document.getElementById("counter");
counter.appendChild(renderer.domElement); counter.appendChild(renderer.domElement);
}, },
// 设置灯光
_Light() { _Light() {
ambientLight = new THREE.AmbientLight(0xffffff, 0.2); ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
ambientLight.position.set(0, 0, 0); ambientLight.position.set(0, 0, 0);
...@@ -418,11 +424,14 @@ export default { ...@@ -418,11 +424,14 @@ export default {
directionalLight.castShadow = true; directionalLight.castShadow = true;
directionalLight.position.set(5, 10, 7.5); directionalLight.position.set(5, 10, 7.5);
scene.add(directionalLight); scene.add(directionalLight);
console.log('设置灯光',directionalLight,scene);
// SpotLight = new THREE.SpotLight(0xffffff,1); // SpotLight = new THREE.SpotLight(0xffffff,1);
// SpotLight.castShadow = true; // SpotLight.castShadow = true;
// SpotLight.position.set( 385.522, 1132.217, 1825.427 ); // SpotLight.position.set( 385.522, 1132.217, 1825.427 );
// scene.add(SpotLight) // scene.add(SpotLight)
}, },
// 渲染每一层楼层图
_3Dloder() { _3Dloder() {
let _this = this; let _this = this;
let dracoLoader=new DRACOLoader(); let dracoLoader=new DRACOLoader();
...@@ -464,8 +473,8 @@ export default { ...@@ -464,8 +473,8 @@ export default {
// console.log(obj,'@@@@@@@'); // console.log(obj,'@@@@@@@');
// const children = obj.scene.children[0].children; // const children = obj.scene.children[0].children;
const children = obj.scene.children; const children = obj.scene.children;
// const positionY = (iterator - 1.7) * 200; const positionY = (iterator - 1.7) * 100;
const positionY = (iterator - 1.7) * 50; // const positionY = (iterator - 1.7) * 20;
children.forEach((element) => { children.forEach((element) => {
let objname = element.name; let objname = element.name;
console.log('objname',objname,iterator); console.log('objname',objname,iterator);
...@@ -502,6 +511,7 @@ export default { ...@@ -502,6 +511,7 @@ export default {
}, },
obj: obj.scene, obj: obj.scene,
}; };
scene.scale.set(0.2,0.2,0.2)
scene.add(obj.scene); //返回的组对象插入场景中 scene.add(obj.scene); //返回的组对象插入场景中
_this.isloading = false; _this.isloading = false;
}); });
...@@ -581,6 +591,7 @@ export default { ...@@ -581,6 +591,7 @@ export default {
//返回选中的对象 //返回选中的对象
return intersects; return intersects;
}, },
// 点击模型
clickmodel(event) { clickmodel(event) {
let intersects = this.getIntersects(event); let intersects = this.getIntersects(event);
// 获取选中最近的 Mesh 对象 // 获取选中最近的 Mesh 对象
......
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