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Update engine.ts
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@@ -27,6 +27,7 @@ const BAKE_TRANSFORM = false; // 実験的
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const SNAPSHOT_RENDERING = true; // 実験的
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const IGNORE_OBJECTS: string[] = []; // for debug
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const USE_GLOW = true; // ドローコールが増えて重い
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const RENDER_OUTDOOR_ENV = false;
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const IN_WEB_WORKER = typeof window === 'undefined';
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export type RoomState = {
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@@ -279,7 +280,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.camera = new BABYLON.UniversalCamera('camera', new BABYLON.Vector3(0, cm(130), cm(0)), this.scene);
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this.camera.attachControl(this.canvas);
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this.camera.minZ = cm(1);
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this.camera.maxZ = cm(2000);
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this.camera.maxZ = RENDER_OUTDOOR_ENV ? cm(10000) : cm(1000);
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this.camera.fov = 1;
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this.camera.ellipsoid = new BABYLON.Vector3(cm(15), cm(65), cm(15));
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this.camera.checkCollisions = true;
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@@ -342,6 +343,10 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
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this.lightContainer = new BABYLON.ClusteredLightContainer('clustered', [], this.scene);
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this.lightContainer.maxRange = cm(1000);
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this.lightContainer.verticalTiles = 32;
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this.lightContainer.horizontalTiles = 32;
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this.lightContainer.depthSlices = 32;
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this.turnOnRoomLight(true);
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@@ -421,7 +426,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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public async init() {
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await this.loadHeya();
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//await this.loadEnvModel();
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if (RENDER_OUTDOOR_ENV) await this.loadEnvModel();
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const objects = this.roomState.installedObjects.filter(o => !IGNORE_OBJECTS.includes(o.type));
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let loadedCount = 0;
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