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@@ -168,13 +168,13 @@
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// gridHelper.position.x = 0;
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// scene.add(gridHelper);
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//加载环境720贴图
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- // let loader = new THREE.TextureLoader();
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- // let texture = loader.load(that.bgUrl, () => {
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- // let rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
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- // rt.fromEquirectangularTexture(renderer, texture);
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- // scene.background = rt.texture;
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- // });
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- makeShaderCube();
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+ let loader = new THREE.TextureLoader();
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+ let texture = loader.load(that.bgUrl, () => {
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+ let rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
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+ rt.fromEquirectangularTexture(renderer, texture);
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+ scene.background = rt.texture;
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+ });
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+ // makeShaderCube();
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// makeInstance();
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//antialias 这个值得设置为false,不然IOS上截图会失效
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renderer = that.renderer = new THREE.WebGLRenderer({
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@@ -191,8 +191,8 @@
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controls.maxDistance = radius;
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// controls.minPolarAngle = 0; // 默认0
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// controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
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- controls.enableZoom = true; //启用/禁用摄像机的缩放
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- controls.enablePan = true; //启用/禁用摄像机平移
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+ controls.enableZoom = false; //启用/禁用摄像机的缩放
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+ controls.enablePan = false; //启用/禁用摄像机平移
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controls.enableRotate = true; //启用/禁用摄像机水平或垂直旋转
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// 监听相机移动事件-限制只能在当前空间范围内移动
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@@ -250,6 +250,7 @@
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function makeShaderCube() {
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let loader = new THREE.TextureLoader();
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let resultTexture = loader.load(that.bgUrl);
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+ resultTexture.rotation = -Math.PI; // 将纹理旋转设置为180度
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// 创建一个ShaderMaterial
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var material = new THREE.ShaderMaterial({
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uniforms: {
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