diff --git a/packages/frontend/assets/room/env.blend b/packages/frontend/assets/room/env.blend index 496f14f445..7190ed080e 100644 Binary files a/packages/frontend/assets/room/env.blend and b/packages/frontend/assets/room/env.blend differ diff --git a/packages/frontend/assets/room/env.glb b/packages/frontend/assets/room/env.glb index dbf83e968d..98f3677419 100644 Binary files a/packages/frontend/assets/room/env.glb and b/packages/frontend/assets/room/env.glb differ diff --git a/packages/frontend/src/utility/room/engine.ts b/packages/frontend/src/utility/room/engine.ts index 046a86219c..5b31e9cd56 100644 --- a/packages/frontend/src/utility/room/engine.ts +++ b/packages/frontend/src/utility/room/engine.ts @@ -213,7 +213,7 @@ export class RoomEngine { if (this.time === 0) { this.scene.clearColor = new BABYLON.Color4(0.4, 0.8, 1.0, 0); } else if (this.time === 1) { - this.scene.clearColor = new BABYLON.Color4(1.0, 0.7, 0.5, 0); + this.scene.clearColor = new BABYLON.Color4(0.5, 0.3, 0.3, 0); } else { this.scene.clearColor = new BABYLON.Color4(0.05, 0.05, 0.2, 0); } @@ -279,8 +279,8 @@ export class RoomEngine { const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene); sunLight.position = new BABYLON.Vector3(-20, 1000, 1000); - sunLight.diffuse = this.time === 2 ? new BABYLON.Color3(0.8, 0.9, 1.0) : new BABYLON.Color3(1.0, 0.9, 0.8); - sunLight.intensity = this.time === 0 ? 2 : this.time === 2 ? 0.25 : 1; + sunLight.diffuse = this.time === 0 ? new BABYLON.Color3(1.0, 0.9, 0.8) : this.time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0); + sunLight.intensity = this.time === 0 ? 2 : this.time === 1 ? 1 : 0.25; sunLight.shadowMinZ = 1000/*cm*/; sunLight.shadowMaxZ = 2000/*cm*/; @@ -444,7 +444,7 @@ export class RoomEngine { private async loadEnvModel() { const envObj = await BABYLON.ImportMeshAsync('/client-assets/room/env.glb', this.scene); envObj.meshes[0].scaling = new BABYLON.Vector3(-100, 100, 100); - envObj.meshes[0].position = new BABYLON.Vector3(0, -300/*cm*/, 0); + envObj.meshes[0].position = new BABYLON.Vector3(0, -600/*cm*/, 0); // 3階くらいの想定 envObj.meshes[0].bakeCurrentTransformIntoVertices(); for (const mesh of envObj.meshes) { mesh.isPickable = false;