| | |
| | | TEXTURE.wrapT = THREE.RepeatWrapping; |
| | | let duceCounter; |
| | | let $info; |
| | | let theta = 0; |
| | | let instancedMesh; |
| | | export default { |
| | | props: { |
| | |
| | | n[v]["alarmMons"].forEach((item) => { |
| | | let batt = this.getBattObj(v, item * 1); |
| | | if (batt) { |
| | | console.log(batt, "batt"); |
| | | // console.log(batt, "batt"); |
| | | batt.material.forEach((mat) => { |
| | | mat.color.set(0xffff00); |
| | | // mat.color.set(0x660000); |
| | |
| | | item.needsUpdate = true; |
| | | }); |
| | | } |
| | | |
| | | // theta += 6; |
| | | // theta %= 360; |
| | | // let _matrix = new THREE.Matrix4(); |
| | | // _matrix.makeRotationY((theta * Math.PI) / 180); |
| | | // _matrix.scale(new THREE.Vector3(1, -1, 1)); |
| | | // for (let i = 0, count = instancedMesh.count; i < count; i++) { |
| | | // // let step = 0.1; |
| | | // // let p = i % 2 ? -1 : 1; |
| | | // // if (this.counter == 0) { |
| | | // // p *= -1; |
| | | // // } |
| | | // // 让告警电池标记上下跳动 |
| | | // // 让告警电池标记上下转动 |
| | | // let pos = new THREE.Vector3(); |
| | | // let q = new THREE.Quaternion(); |
| | | // let scale = new THREE.Vector3(); |
| | | // let matrix = new THREE.Matrix4(); |
| | | // instancedMesh.getMatrixAt(i, matrix); |
| | | // matrix.decompose(pos, q, scale); |
| | | // // pos.y += step * p; |
| | | // _matrix.setPosition(pos.x, pos.y, pos.z); |
| | | |
| | | // matrix.setPosition(pos.x, pos.y, pos.z); |
| | | // instancedMesh.setMatrixAt(i, matrix); |
| | | // // matrix.setPosition(pos.x, pos.y, pos.z); |
| | | // instancedMesh.setMatrixAt(i, _matrix); |
| | | // } |
| | | // instancedMesh.instanceMatrix.needsUpdate = true; |
| | | |