高亮问题
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@@ -226,35 +226,6 @@ export default {
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dirLight.shadow.camera.far = 40;
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this.scene.add( dirLight );
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// //4. 添加光源
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// const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); // 创建环境光
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// this.scene.add(ambientLight); // 将环境光添加到场景中
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// const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); // 平行光
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// directionalLight.position.set(5, 10, 7);
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// directionalLight.castShadow = true // 让平行光产生阴影
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// // 配置阴影属性 - 提高质量减少锯齿
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// directionalLight.shadow.mapSize.width = 4096
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// directionalLight.shadow.mapSize.height = 4096
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// directionalLight.shadow.camera.near = 0.5
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// directionalLight.shadow.camera.far = 50
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// directionalLight.shadow.camera.left = -10
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// directionalLight.shadow.camera.right = 10
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// directionalLight.shadow.camera.top = 10
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// directionalLight.shadow.camera.bottom = -10
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// directionalLight.shadow.bias = -0.0001 // 减少阴影失真
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// directionalLight.shadow.normalBias = 0.02 // 减少阴影痤疮
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// this.scene.add(directionalLight);
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// // 环境光
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// this.pmremGenerator = new THREE.PMREMGenerator(this.renderer)
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// this.pmremGenerator.compileEquirectangularShader()
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// const env = this.pmremGenerator.fromScene(new RoomEnvironment(this.renderer), 0.04).texture
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// this.scene.environment = env
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// 添加地面
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this.createGround()
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@@ -293,7 +264,7 @@ export default {
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// 遍历模型所有子元素
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this.model.traverse((child) => {
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if (child.isMesh) {
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// console.log(7777)
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console.log(7777, child)
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child.material.emissiveMap = child.material.map;
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child.castShadow = true; // 让模型产生阴影
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child.receiveShadow = true; // 让模型接受阴影
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@@ -572,6 +543,8 @@ export default {
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this.annotationObjects.forEach((obj, i) => {
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if (obj.isLine) {
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obj.material.opacity = 0.5
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obj.material.color.setHex(0x409eff)
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// obj.material.color = 'rgba(64, 158, 255, 0.9)'
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} else if (obj.element) {
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obj.element.style.background = 'rgba(64, 158, 255, 0.9)'
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obj.element.style.transform = 'scale(1)'
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