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Update engine.ts
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@@ -250,7 +250,6 @@ export class RoomEngine extends EventEmitter {
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this.scene.skipPointerMovePicking = true;
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this.scene.skipPointerMovePicking = true;
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this.scene.skipFrustumClipping = true; // snapshot renderingでは全てのメッシュがアクティブになっている必要があるため
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this.scene.skipFrustumClipping = true; // snapshot renderingでは全てのメッシュがアクティブになっている必要があるため
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this.scene.gravity = new BABYLON.Vector3(0, -0.1, 0).scale(WORLD_SCALE);
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this.scene.gravity = new BABYLON.Vector3(0, -0.1, 0).scale(WORLD_SCALE);
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this.scene.ambientColor = new BABYLON.Color3(1.0, 0.9, 0.8);
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this.scene.collisionsEnabled = true;
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this.scene.collisionsEnabled = true;
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this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
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this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
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@@ -854,7 +853,7 @@ export class RoomEngine extends EventEmitter {
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mat.unfreeze();
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mat.unfreeze();
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if (mat instanceof BABYLON.MultiMaterial) {
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if (mat instanceof BABYLON.MultiMaterial) {
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for (const subMat of mat.subMaterials) {
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for (const subMat of mat.subMaterials) {
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if (subMat.metadata.useEnvMapAsObjectMaterial) subMat.reflectionTexture = envManager.envMapIndoor;
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if (subMat.metadata?.useEnvMapAsObjectMaterial) subMat.reflectionTexture = envManager.envMapIndoor;
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}
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}
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} else {
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} else {
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if (mat.metadata?.useEnvMapAsObjectMaterial) mat.reflectionTexture = envManager.envMapIndoor;
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if (mat.metadata?.useEnvMapAsObjectMaterial) mat.reflectionTexture = envManager.envMapIndoor;
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@@ -1122,6 +1121,7 @@ export class RoomEngine extends EventEmitter {
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(subMat as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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(subMat as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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}
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}
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envManager?.envMapIndoor;
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envManager?.envMapIndoor;
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if ((subMat as BABYLON.PBRMaterial).metadata == null) (subMat as BABYLON.PBRMaterial).metadata = {};
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(subMat as BABYLON.PBRMaterial).metadata.useEnvMapAsObjectMaterial = true;
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(subMat as BABYLON.PBRMaterial).metadata.useEnvMapAsObjectMaterial = true;
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(subMat as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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(subMat as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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(subMat as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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(subMat as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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@@ -1132,6 +1132,7 @@ export class RoomEngine extends EventEmitter {
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(mesh.material as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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(mesh.material as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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}
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}
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envManager?.envMapIndoor;
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envManager?.envMapIndoor;
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if ((mesh.material as BABYLON.PBRMaterial).metadata == null) (mesh.material as BABYLON.PBRMaterial).metadata = {};
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(mesh.material as BABYLON.PBRMaterial).metadata.useEnvMapAsObjectMaterial = true;
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(mesh.material as BABYLON.PBRMaterial).metadata.useEnvMapAsObjectMaterial = true;
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(mesh.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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(mesh.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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(mesh.material as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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(mesh.material as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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