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Update engine.ts
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@@ -542,7 +542,7 @@ export class RoomEngine {
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}
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public async init() {
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await this.loadRoomModel(this.roomState.heya.type);
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await this.loadRoomModel();
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await this.loadEnvModel();
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await Promise.all(this.roomState.installedObjects.map(o => this.loadObject({
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id: o.id,
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@@ -756,8 +756,6 @@ export class RoomEngine {
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//const box = BABYLON.MeshBuilder.CreateBox('box', { size: 50/*cm*/ }, this.scene);
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//const boxCsg = BABYLON.CSG2.FromMesh(box);
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const demado = true;
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const meshes: BABYLON.Mesh[] = [];
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const floorResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-floor.glb', this.scene);
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@@ -773,36 +771,36 @@ export class RoomEngine {
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ceilingRoot.position = new BABYLON.Vector3(0, 250/*cm*/, 0);
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meshes.push(ceilingRoot);
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const wallAResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallAResult.meshes[0].scaling = wallAResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallARoot = new BABYLON.Mesh('wallA', this.scene);
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wallARoot.addChild(wallAResult.meshes[0]);
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wallARoot.position = new BABYLON.Vector3(-150/*cm*/, 0, 0);
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wallARoot.rotation = new BABYLON.Vector3(0, Math.PI, 0);
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meshes.push(wallARoot);
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const wallEResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallEResult.meshes[0].scaling = wallEResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallERoot = new BABYLON.Mesh('wallE', this.scene);
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wallERoot.addChild(wallEResult.meshes[0]);
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wallERoot.position = new BABYLON.Vector3(-150/*cm*/, 0, 0);
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wallERoot.rotation = new BABYLON.Vector3(0, Math.PI, 0);
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meshes.push(wallERoot);
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const wallBResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallBResult.meshes[0].scaling = wallBResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallBRoot = new BABYLON.Mesh('wallB', this.scene);
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wallBRoot.addChild(wallBResult.meshes[0]);
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wallBRoot.position = new BABYLON.Vector3(150/*cm*/, 0, 0);
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meshes.push(wallBRoot);
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const wallWResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallWResult.meshes[0].scaling = wallWResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallWRoot = new BABYLON.Mesh('wallW', this.scene);
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wallWRoot.addChild(wallWResult.meshes[0]);
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wallWRoot.position = new BABYLON.Vector3(150/*cm*/, 0, 0);
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meshes.push(wallWRoot);
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const wallCResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallCResult.meshes[0].scaling = wallCResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallCRoot = new BABYLON.Mesh('wallC', this.scene);
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wallCRoot.addChild(wallCResult.meshes[0]);
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wallCRoot.position = new BABYLON.Vector3(0, 0, -150/*cm*/);
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wallCRoot.rotation = new BABYLON.Vector3(0, Math.PI / 2, 0);
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meshes.push(wallCRoot);
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const wallNResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall.glb', this.scene);
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wallNResult.meshes[0].scaling = wallNResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallNRoot = new BABYLON.Mesh('wallN', this.scene);
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wallNRoot.addChild(wallNResult.meshes[0]);
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wallNRoot.position = new BABYLON.Vector3(0, 0, -150/*cm*/);
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wallNRoot.rotation = new BABYLON.Vector3(0, Math.PI / 2, 0);
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meshes.push(wallNRoot);
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const wallDResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall-demado.glb', this.scene);
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wallDResult.meshes[0].scaling = wallDResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallDRoot = new BABYLON.Mesh('wallD', this.scene);
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wallDRoot.addChild(wallDResult.meshes[0]);
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wallDRoot.position = new BABYLON.Vector3(0, 0, 150/*cm*/);
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wallDRoot.rotation = new BABYLON.Vector3(0, -Math.PI / 2, 0);
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meshes.push(wallDRoot);
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const wallSResult = await BABYLON.ImportMeshAsync('/client-assets/room/rooms/default/300-wall-demado.glb', this.scene);
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wallSResult.meshes[0].scaling = wallSResult.meshes[0].scaling.scale(WORLD_SCALE);
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const wallSRoot = new BABYLON.Mesh('wallS', this.scene);
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wallSRoot.addChild(wallSResult.meshes[0]);
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wallSRoot.position = new BABYLON.Vector3(0, 0, 150/*cm*/);
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wallSRoot.rotation = new BABYLON.Vector3(0, -Math.PI / 2, 0);
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meshes.push(wallSRoot);
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for (const mesh of meshes) {
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for (const m of mesh.getChildMeshes()) {
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