更新平行光照射范围
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@ -88,6 +88,7 @@ const deviceMapping = {
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id: 1,
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id: 1,
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name: "2.5M立车(3)",
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name: "2.5M立车(3)",
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number: "015-126",
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number: "015-126",
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// number: "076-004",
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},
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},
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2: {
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2: {
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id: 2,
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id: 2,
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@ -644,10 +645,10 @@ function init() {
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directionalLight.shadow.radius = 1;
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directionalLight.shadow.radius = 1;
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// // 设置三维场景计算阴影的范围
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// // 设置三维场景计算阴影的范围
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directionalLight.shadow.camera.left = -350;
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directionalLight.shadow.camera.left = -450;
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directionalLight.shadow.camera.right = 350;
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directionalLight.shadow.camera.right = 450;
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directionalLight.shadow.camera.top = 350;
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directionalLight.shadow.camera.top = 450;
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directionalLight.shadow.camera.bottom = -350;
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directionalLight.shadow.camera.bottom = -450;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 1200;
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directionalLight.shadow.camera.far = 1200;
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// directionalLight.target = mesh;
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// directionalLight.target = mesh;
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@ -726,7 +727,7 @@ function init() {
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gltf.scene.scale.multiplyScalar(1);
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gltf.scene.scale.multiplyScalar(1);
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model.add(gltf.scene);
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model.add(gltf.scene);
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// model.position.x = -20;
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// model.position.x = -20;
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model.position.y = 35;//上移
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model.position.y = 30;//上移
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model.position.z = -10;
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model.position.z = -10;
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model.receiveShadow = true;
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model.receiveShadow = true;
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@ -777,11 +778,11 @@ const updateSprites = (modelScene) => {
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map: spriteTexture,
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map: spriteTexture,
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}); // 创建精灵图警告
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}); // 创建精灵图警告
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const sprite = new THREE.Sprite(spriteMaterial);
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const sprite = new THREE.Sprite(spriteMaterial);
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sprite.scale.set(4.5,4.5,4.5); // 设置精灵图警告的位置在模型上方
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sprite.scale.set(7,7,7); // 设置精灵图警告的位置在模型上方
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const spritePosition = spriteModel.position.clone();
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const spritePosition = spriteModel.position.clone();
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spritePosition.y += 2; // 在模型位置的基础上向上偏移 4 个单位
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spritePosition.y += 4; // 在模型位置的基础上向上偏移 4 个单位
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// spritePosition.x -= 1; // 在模型位置的基础上向上偏移 4 个单位
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spritePosition.x -= 2; // 在模型位置的基础上向上偏移 4 个单位
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sprite.position.copy(spritePosition); // 将精灵图警告添加到模型对象的父级容器中
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sprite.position.copy(spritePosition); // 将精灵图警告添加到模型对象的父级容器中
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spriteModel.parent.add(sprite);
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spriteModel.parent.add(sprite);
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