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fix: 灯光修改

ShangHai_LongXiang
高志龙 1 year ago
parent
commit
efb9ec6dae
  1. 16
      public/static/qm/MainMap_QM_go.js

16
public/static/qm/MainMap_QM_go.js

@ -1312,12 +1312,18 @@ var MainMap_QM = function (callBack, options) {
this.labelRenderer.domElement.style.top = 0; this.labelRenderer.domElement.style.top = 0;
this.ele.appendChild(this.labelRenderer.domElement); this.ele.appendChild(this.labelRenderer.domElement);
let light = new THREE.AmbientLight(0xffffff, 0.4);
let light = new THREE.AmbientLight(0xffffff, 0.65);
light.name = "light"; light.name = "light";
this.scene.add(light); this.scene.add(light);
this.hemiLight = new THREE.HemisphereLight(this.util.lightOptions.s_col,this.util.lightOptions.g_col,this.util.lightOptions.a_int);
let dLight = new THREE.DirectionalLight(0xffffff, 0.35); //
dLight.name = "light";
dLight.position.set(-280, 400, 300);
this.scene.add(dLight);
this.hemiLight = new THREE.DirectionalLight(this.util.lightOptions.s_col, this.util.lightOptions.a_int); //
this.hemiLight.name = "light"; this.hemiLight.name = "light";
this.hemiLight.position.set(0, 1, 0);
this.hemiLight.position.set(280, -400, 300);
this.scene.add(this.hemiLight); this.scene.add(this.hemiLight);
this.shawLight = new THREE.DirectionalLight(this.util.lightOptions.d_col, this.util.lightOptions.d_int); this.shawLight = new THREE.DirectionalLight(this.util.lightOptions.d_col, this.util.lightOptions.d_int);
@ -1550,9 +1556,9 @@ MainMap_QM.prototype = {
this.util.allMap[this.util.selectBuild].hasOwnProperty("m_scale") && (this.util.sceneGap.scale = this.util.allMap[this.util.selectBuild].m_scale); this.util.allMap[this.util.selectBuild].hasOwnProperty("m_scale") && (this.util.sceneGap.scale = this.util.allMap[this.util.selectBuild].m_scale);
this.hemiLight.color = new THREE.Color(this.util.allMap[this.util.selectBuild].s_col || "#fffff0"); this.hemiLight.color = new THREE.Color(this.util.allMap[this.util.selectBuild].s_col || "#fffff0");
this.hemiLight.groundColor = new THREE.Color(this.util.allMap[this.util.selectBuild].g_col || "#ffffff"); this.hemiLight.groundColor = new THREE.Color(this.util.allMap[this.util.selectBuild].g_col || "#ffffff");
this.hemiLight.intensity = this.util.allMap[this.util.selectBuild].a_int || 0.6;
this.hemiLight.intensity = this.util.allMap[this.util.selectBuild].a_int || 0.2;
this.shawLight.color = new THREE.Color( this.util.allMap[this.util.selectBuild].d_col || "#ffffff"); this.shawLight.color = new THREE.Color( this.util.allMap[this.util.selectBuild].d_col || "#ffffff");
this.shawLight.intensity = this.util.allMap[this.util.selectBuild].d_int || 0.3;
this.shawLight.intensity = this.util.allMap[this.util.selectBuild].d_int || 0.15;
if (this.util.allMap[this.util.selectBuild].c_site && this.util.allMap[this.util.selectBuild].c_site.split(",")) { if (this.util.allMap[this.util.selectBuild].c_site && this.util.allMap[this.util.selectBuild].c_site.split(",")) {
this.util.sceneGap.cameraX = parseInt(this.util.allMap[this.util.selectBuild].c_site.split(",")[0]) || this.util.sceneGap.cameraX; this.util.sceneGap.cameraX = parseInt(this.util.allMap[this.util.selectBuild].c_site.split(",")[0]) || this.util.sceneGap.cameraX;

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