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@@ -292,6 +292,9 @@ export function initTv(room: RoomEngine, screenMesh: BABYLON.Mesh) {
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tvScreenMaterial.freeze();
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}
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const uvs = screenMesh.getVerticesData(BABYLON.VertexBuffer.UVKind)!;
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const uvIndexes = getPlaneUvIndexes(screenMesh);
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const applyTvTexture = (tlIndex: number) => {
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const [index, duration] = tvProgram.timeline[tlIndex];
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@@ -311,15 +314,14 @@ export function initTv(room: RoomEngine, screenMesh: BABYLON.Mesh) {
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const dx = bx;
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const dy = cy;
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const uvs = screenMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
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uvs[0] = dx;
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uvs[1] = dy;
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uvs[2] = bx;
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uvs[3] = by;
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uvs[4] = cx;
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uvs[5] = cy;
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uvs[6] = ax;
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uvs[7] = ay;
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uvs[uvIndexes[0]] = ax;
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uvs[uvIndexes[0] + 1] = ay;
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uvs[uvIndexes[1]] = bx;
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uvs[uvIndexes[1] + 1] = by;
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uvs[uvIndexes[2]] = cx;
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uvs[uvIndexes[2] + 1] = cy;
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uvs[uvIndexes[3]] = dx;
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uvs[uvIndexes[3] + 1] = dy;
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screenMesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
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const timeoutId = window.setTimeout(() => {
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@@ -331,3 +333,39 @@ export function initTv(room: RoomEngine, screenMesh: BABYLON.Mesh) {
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applyTvTexture(0);
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}
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/**
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* 0 1
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* 0 a(x,y) --- b(x,y)
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* | |
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* 1 c(x,y) --- d(x,y)
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*/
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export function getPlaneUvIndexes(mesh: BABYLON.Mesh) {
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const uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
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if (uvs == null) {
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throw new Error('Mesh does not have UV data');
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}
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let aIndex = 0;
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let bIndex = 0;
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let cIndex = 0;
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let dIndex = 0;
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for (let i = 0; i < 8; i += 2) {
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const x = uvs[i];
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const y = uvs[i + 1];
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// 多少ずれがあってもいいように(例えばblenderではUV展開時にデフォルトでわずかなマージンを追加する)、中心より大きいか/小さいかで判定する
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if (x < 0.5 && y < 0.5) {
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aIndex = i;
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} else if (x > 0.5 && y < 0.5) {
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bIndex = i;
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} else if (x < 0.5 && y > 0.5) {
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cIndex = i;
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} else if (x > 0.5 && y > 0.5) {
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dIndex = i;
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}
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}
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return [aIndex, bIndex, cIndex, dIndex];
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}
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