初始化多多畅职企业内推平台项目
功能特性: - 3D地球动画与中国地图可视化 - 省份/城市/企业搜索功能 - 308家企业数据展示 - 响应式设计(PC端和移动端) - 企业详情页面与业务板块展示 - 官网新闻轮播图 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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js/scene/SceneManager.js
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288
js/scene/SceneManager.js
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/* ===================================
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3D场景管理器 - 主控制器
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=================================== */
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import { CONFIG } from '../config.js';
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import { StarSystem } from './StarSystem.js';
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import { EarthModel } from './EarthModel.js';
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import { Transition } from './Transition.js';
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export class SceneManager {
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constructor(container, onTransitionComplete) {
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this.container = container;
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this.onTransitionComplete = onTransitionComplete;
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// 状态标志
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this.isIntro = true;
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this.isHovering = false;
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this.parallaxX = 0;
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this.parallaxY = 0;
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// Three.js核心对象
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this.scene = null;
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this.camera = null;
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this.renderer = null;
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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// 子系统
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this.starSystem = null;
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this.earthModel = null;
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this.transition = null;
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this.init();
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}
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// 初始化场景
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init() {
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// 创建场景
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this.scene = new THREE.Scene();
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this.scene.fog = new THREE.FogExp2(CONFIG.scene.fog.color, CONFIG.scene.fog.density);
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// 创建相机
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const camConfig = CONFIG.scene.camera;
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this.camera = new THREE.PerspectiveCamera(
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camConfig.fov,
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window.innerWidth / window.innerHeight,
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camConfig.near,
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camConfig.far
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);
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this.camera.position.z = camConfig.initialZ; // 开场动画:从深空开始
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// 创建渲染器
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.setClearColor(0x000000, 1); // 设置黑色背景
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this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
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this.renderer.outputEncoding = THREE.sRGBEncoding;
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this.container.appendChild(this.renderer.domElement);
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// 创建星空系统
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this.starSystem = new StarSystem(this.scene);
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// 创建地球模型
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this.earthModel = new EarthModel(this.scene);
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// 添加灯光
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this.setupLights();
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// 绑定事件
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this.bindEvents();
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// 启动动画循环
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this.animate();
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}
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// 设置灯光
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setupLights() {
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const lights = CONFIG.scene.lights;
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// 环境光
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this.scene.add(new THREE.AmbientLight(lights.ambient));
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// 太阳光
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const sunLight = new THREE.DirectionalLight(lights.sun.color, lights.sun.intensity);
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sunLight.position.set(...lights.sun.position);
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this.scene.add(sunLight);
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// 边缘光
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const rimLight = new THREE.SpotLight(lights.rim.color, lights.rim.intensity);
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rimLight.position.set(...lights.rim.position);
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rimLight.lookAt(0, 0, 0);
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this.scene.add(rimLight);
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}
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// 开场动画
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startIntroSequence(uiElements) {
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const animConfig = CONFIG.animation.intro;
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const tl = gsap.timeline({
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onComplete: () => {
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this.isIntro = false; // 动画结束,允许交互
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}
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});
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// A. 摄像机缓慢推进 (从 z=100 -> z=16)
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tl.to(this.camera.position, {
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z: CONFIG.scene.camera.defaultZ,
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duration: animConfig.cameraDuration,
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ease: "power2.out"
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});
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// B. UI 淡入 (标题和提示依次出现)
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tl.to('.v1-title', {
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opacity: 1,
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duration: 1.5,
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ease: "power2.out"
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}, `-=${animConfig.titleDelay}`);
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tl.to('.v1-subtitle', {
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opacity: 1,
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duration: 1.2,
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ease: "power2.out"
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}, `-=${animConfig.subtitleDelay}`);
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tl.to('.instruction-hint', {
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opacity: 1,
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duration: 1.0,
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ease: "power2.out"
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}, `-=${animConfig.hintDelay}`);
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}
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// 初始化转场系统
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initTransition(uiElements) {
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this.transition = new Transition(
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this.camera,
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this.earthModel,
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uiElements,
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this.onTransitionComplete
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);
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}
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// 绑定事件
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bindEvents() {
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// 鼠标移动
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window.addEventListener('mousemove', (e) => this.onMouseMove(e));
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// 鼠标点击
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window.addEventListener('mousedown', () => this.onMouseDown());
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// 触摸移动(移动端)
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window.addEventListener('touchmove', (e) => this.onTouchMove(e), { passive: false });
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// 触摸点击(移动端)
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window.addEventListener('touchstart', (e) => this.onTouchStart(e));
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// 窗口resize
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window.addEventListener('resize', () => this.onWindowResize());
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}
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// 鼠标移动事件
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onMouseMove(e) {
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if (this.transition && this.transition.isActive()) return;
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this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
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this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
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// 只有开场动画结束后才检测悬停
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if (!this.isIntro) {
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this.raycaster.setFromCamera(this.mouse, this.camera);
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const intersects = this.raycaster.intersectObjects(
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this.earthModel.getInteractiveObjects()
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);
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if (intersects.length > 0) {
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if (!this.isHovering) {
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this.isHovering = true;
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this.container.classList.add('interactive');
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gsap.to(this.earthModel.getAtmosphere().scale, {
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x: 1.03,
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y: 1.03,
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z: 1.03,
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duration: 0.3
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});
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}
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} else {
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if (this.isHovering) {
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this.isHovering = false;
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this.container.classList.remove('interactive');
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gsap.to(this.earthModel.getAtmosphere().scale, {
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x: 1,
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y: 1,
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z: 1,
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duration: 0.3
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});
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}
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}
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}
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// 视差效果
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this.parallaxX = (e.clientX - window.innerWidth / 2) * 0.001;
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this.parallaxY = (e.clientY - window.innerHeight / 2) * 0.001;
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}
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// 鼠标点击事件
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onMouseDown() {
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if (this.isIntro || !this.isHovering) return;
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if (this.transition && this.transition.isActive()) return;
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// 触发转场
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if (this.transition) {
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this.transition.trigger();
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}
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}
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// 触摸移动事件(移动端)
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onTouchMove(e) {
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if (this.transition && this.transition.isActive()) return;
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const touch = e.touches[0];
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this.mouse.x = (touch.clientX / window.innerWidth) * 2 - 1;
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this.mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1;
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// 视差效果
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this.parallaxX = (touch.clientX - window.innerWidth / 2) * 0.001;
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this.parallaxY = (touch.clientY - window.innerHeight / 2) * 0.001;
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}
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// 触摸点击事件(移动端)
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onTouchStart(e) {
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if (this.isIntro) return;
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if (this.transition && this.transition.isActive()) return;
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const touch = e.touches[0];
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this.mouse.x = (touch.clientX / window.innerWidth) * 2 - 1;
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this.mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1;
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// 检测是否点击地球
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this.raycaster.setFromCamera(this.mouse, this.camera);
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const intersects = this.raycaster.intersectObjects(
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this.earthModel.getInteractiveObjects()
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);
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if (intersects.length > 0) {
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// 触发转场
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if (this.transition) {
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this.transition.trigger();
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}
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}
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}
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// 窗口resize
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onWindowResize() {
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this.camera.aspect = window.innerWidth / window.innerHeight;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// 动画循环
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animate() {
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requestAnimationFrame(() => this.animate());
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// 如果不在转场中
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if (!this.transition || !this.transition.isActive()) {
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// 地球和云层旋转
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this.earthModel.rotate();
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// 只有开场动画结束后才启用视差效果
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if (!this.isIntro) {
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this.camera.position.x += (this.parallaxX * 8 - this.camera.position.x) * 0.05;
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this.camera.position.y += (-this.parallaxY * 8 - this.camera.position.y) * 0.05;
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this.camera.lookAt(0, 0, 0);
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}
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}
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this.renderer.render(this.scene, this.camera);
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}
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// 销毁场景
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dispose() {
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if (this.starSystem) this.starSystem.dispose();
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if (this.earthModel) this.earthModel.dispose();
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if (this.renderer) {
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this.renderer.dispose();
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this.container.removeChild(this.renderer.domElement);
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}
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}
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}
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