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Update previewEngine.ts
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@@ -217,7 +217,6 @@ export class RoomObjectPreviewEngine {
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}, 10);
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}, 10);
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}
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}
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// TODO: RoomEngineのものとほぼ同じだからいい感じに共通化
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private async loadObject(args: {
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private async loadObject(args: {
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type: string;
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type: string;
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options: any;
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options: any;
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@@ -230,20 +229,6 @@ export class RoomObjectPreviewEngine {
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const filePath = def.path != null ? `/client-assets/room/objects/${def.path}.glb` : `/client-assets/room/objects/${camelToKebab(args.type)}/${camelToKebab(args.type)}.glb`;
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const filePath = def.path != null ? `/client-assets/room/objects/${def.path}.glb` : `/client-assets/room/objects/${camelToKebab(args.type)}/${camelToKebab(args.type)}.glb`;
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const loaderResult = await BABYLON.LoadAssetContainerAsync(filePath, this.scene);
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const loaderResult = await BABYLON.LoadAssetContainerAsync(filePath, this.scene);
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// 不要なUVを掃除
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if (!def.hasTexture) {
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for (const m of loaderResult.meshes) {
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if (m.geometry != null) {
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UVKind);
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV2Kind);
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV3Kind);
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV4Kind);
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV5Kind);
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m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV6Kind);
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}
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}
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}
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// babylonによって自動で追加される右手系変換用ノード
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// babylonによって自動で追加される右手系変換用ノード
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const subRoot = loaderResult.meshes[0];
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const subRoot = loaderResult.meshes[0];
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subRoot.scaling = subRoot.scaling.scale(WORLD_SCALE);// cmをmに
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subRoot.scaling = subRoot.scaling.scale(WORLD_SCALE);// cmをmに
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