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mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-13 22:15:41 +02:00
This commit is contained in:
syuilo
2026-05-03 15:45:33 +09:00
parent a8586fe224
commit 74e9851511
7 changed files with 5 additions and 9 deletions

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@@ -279,13 +279,6 @@ export class RoomEngine extends EventEmitter {
this.envMapOutdoor = BABYLON.CubeTexture.CreateFromPrefilteredData(this.time === 2 ? '/client-assets/room/outdoor-night.env' : '/client-assets/room/outdoor-day.env', this.scene);
this.envMapOutdoor.level = this.time === 0 ? 0.5 : this.time === 1 ? 0.3 : 0.1;
const roomCollisionCube = BABYLON.MeshBuilder.CreateBox('roomCollisionCube', { size: cm(300) }, this.scene);
roomCollisionCube.position.y = cm(150);
roomCollisionCube.scaling.x = -1; // flip normals
roomCollisionCube.isVisible = false;
roomCollisionCube.isPickable = false;
roomCollisionCube.checkCollisions = true;
this.scene.collisionsEnabled = true;
this.camera = new BABYLON.FreeCamera('camera', new BABYLON.Vector3(0, cm(130), cm(0)), this.scene);
@@ -871,6 +864,9 @@ export class RoomEngine extends EventEmitter {
m.receiveShadows = false;
m.isVisible = false;
m.checkCollisions = false;
if (m.name.includes('__COLLISION__')) {
m.checkCollisions = true;
}
continue;
}

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@@ -5,7 +5,7 @@
*/
import * as BABYLON from '@babylonjs/core';
import { WORLD_SCALE } from '../utility.js';
import { cm, WORLD_SCALE } from '../utility.js';
import { findMaterial } from './utility.js';
//export interface HeyaManager<T = any> {

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@@ -7,7 +7,7 @@ import * as BABYLON from '@babylonjs/core';
import { applyMorphTargetsToMesh, cm, getPlaneUvIndexes, Timer } from '../utility.js';
export const SYSTEM_MESH_NAMES = ['__TOP__', '__SIDE__', '__PICK__', '__COLLISION__'];
export const SYSTEM_HEYA_MESH_NAMES = ['__ROOM_WALL__', '__ROOM_SIDE__', '__ROOM_FLOOR__', '__ROOM_CEILING__', '__ROOM_TOP__', '__ROOM_BOTTOM__'];
export const SYSTEM_HEYA_MESH_NAMES = ['__ROOM_WALL__', '__ROOM_SIDE__', '__ROOM_FLOOR__', '__ROOM_CEILING__', '__ROOM_TOP__', '__ROOM_BOTTOM__', '__COLLISION__'];
export function yuge(scene: BABYLON.Scene, mesh: BABYLON.Mesh, offset: BABYLON.Vector3) {
const emitter = new BABYLON.TransformNode('emitter', scene);