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@@ -213,7 +213,7 @@ export class RoomEngine {
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if (this.time === 0) {
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if (this.time === 0) {
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this.scene.clearColor = new BABYLON.Color4(0.4, 0.8, 1.0, 0);
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this.scene.clearColor = new BABYLON.Color4(0.4, 0.8, 1.0, 0);
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} else if (this.time === 1) {
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} else if (this.time === 1) {
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this.scene.clearColor = new BABYLON.Color4(1.0, 0.7, 0.5, 0);
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this.scene.clearColor = new BABYLON.Color4(0.5, 0.3, 0.3, 0);
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} else {
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} else {
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this.scene.clearColor = new BABYLON.Color4(0.05, 0.05, 0.2, 0);
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this.scene.clearColor = new BABYLON.Color4(0.05, 0.05, 0.2, 0);
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}
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}
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@@ -279,8 +279,8 @@ export class RoomEngine {
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const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
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const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
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sunLight.position = new BABYLON.Vector3(-20, 1000, 1000);
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sunLight.position = new BABYLON.Vector3(-20, 1000, 1000);
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sunLight.diffuse = this.time === 2 ? new BABYLON.Color3(0.8, 0.9, 1.0) : new BABYLON.Color3(1.0, 0.9, 0.8);
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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);
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sunLight.intensity = this.time === 0 ? 2 : this.time === 2 ? 0.25 : 1;
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sunLight.intensity = this.time === 0 ? 2 : this.time === 1 ? 1 : 0.25;
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sunLight.shadowMinZ = 1000/*cm*/;
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sunLight.shadowMinZ = 1000/*cm*/;
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sunLight.shadowMaxZ = 2000/*cm*/;
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sunLight.shadowMaxZ = 2000/*cm*/;
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@@ -444,7 +444,7 @@ export class RoomEngine {
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private async loadEnvModel() {
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private async loadEnvModel() {
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const envObj = await BABYLON.ImportMeshAsync('/client-assets/room/env.glb', this.scene);
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const envObj = await BABYLON.ImportMeshAsync('/client-assets/room/env.glb', this.scene);
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envObj.meshes[0].scaling = new BABYLON.Vector3(-100, 100, 100);
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envObj.meshes[0].scaling = new BABYLON.Vector3(-100, 100, 100);
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envObj.meshes[0].position = new BABYLON.Vector3(0, -300/*cm*/, 0);
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envObj.meshes[0].position = new BABYLON.Vector3(0, -600/*cm*/, 0); // 3階くらいの想定
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envObj.meshes[0].bakeCurrentTransformIntoVertices();
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envObj.meshes[0].bakeCurrentTransformIntoVertices();
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for (const mesh of envObj.meshes) {
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for (const mesh of envObj.meshes) {
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mesh.isPickable = false;
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mesh.isPickable = false;
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