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Update engine.ts
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@@ -613,8 +613,25 @@ export class RoomEngine {
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this.def.objects.find(o => o.id === grabbing.objectId)!.sticky = null;
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this.def.objects.find(o => o.id === grabbing.objectId)!.sticky = null;
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}
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}
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grabbing.mesh.position = newPos;
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grabbing.mesh.rotation = newRotation;
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grabbing.mesh.rotation = newRotation;
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grabbing.mesh.position = newPos;
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//const pos = new BABYLON.Vector3(this.camera.position.x, this.camera.position.y, this.camera.position.z);
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//const _dir = newPos.subtract(pos).normalize();
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//for (let i = 0; i < grabbing.distance; i++) {
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// // posを1cmずつnewPosの方向に動かす
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// pos.addInPlace(_dir.scale(1/*cm*/));
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// // 前方に向かってレイを飛ばして衝突チェック
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// const ray = new BABYLON.Ray(this.camera.position, dir, i);
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// const hit = this.scene.pickWithRay(ray, (m) => isCollisionTarget(m));
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// if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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// //const isCollided = grabbing.mesh.intersectsMesh(hit.pickedMesh, false);
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// //if (isCollided) {
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// break;
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// //}
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// }
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// grabbing.mesh.position = pos.clone();
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//}
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//const ray = new BABYLON.Ray(this.camera.position, this.camera.getDirection(BABYLON.Axis.Z), 1000/*cm*/);
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//const ray = new BABYLON.Ray(this.camera.position, this.camera.getDirection(BABYLON.Axis.Z), 1000/*cm*/);
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//const hit = this.scene.pickWithRay(ray, (m) => m.name.includes('__COLLISION_WALL__'))!;
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//const hit = this.scene.pickWithRay(ray, (m) => m.name.includes('__COLLISION_WALL__'))!;
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