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https://github.com/misskey-dev/misskey.git
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@@ -1616,61 +1616,55 @@ export class RoomObjectPreviewEngine {
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def.treatLoaderResult?.(loaderResult);
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def.treatLoaderResult?.(loaderResult);
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let hasCollisionMesh = false;
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for (const mesh of loaderResult.meshes) {
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if (mesh.name.includes('__COLLISION__')) {
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hasCollisionMesh = true;
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break;
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}
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}
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root.addChild(subRoot);
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root.addChild(subRoot);
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const model = new ModelManager(subRoot, loaderResult.meshes.filter(m => m !== subRoot), (meshes) => {
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for (const m of meshes) {
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const mesh = m;
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// シェイプキー(morph)を考慮してbounding boxを更新するために必要
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mesh.refreshBoundingInfo({ applyMorph: true });
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if (mesh.name.includes('__COLLISION__')) {
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mesh.receiveShadows = false;
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mesh.isVisible = false;
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mesh.checkCollisions = true;
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} else if (mesh.name.includes('__TOP__') || mesh.name.includes('__SIDE__')) {
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mesh.receiveShadows = false;
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mesh.isVisible = false;
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} else {
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if (def.receiveShadows !== false) mesh.receiveShadows = true;
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if (def.castShadows !== false) {
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this.shadowGenerator1.addShadowCaster(mesh);
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}
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if (mesh.material) {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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for (const subMat of mesh.material.subMaterials) {
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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}
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} else {
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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}
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}
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}
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if (!this.scene.meshes.includes(mesh)) this.scene.addMesh(mesh);
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}
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});
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const objectInstance = await def.createInstance({
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const objectInstance = await def.createInstance({
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room: null,
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room: null,
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scene: this.scene,
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scene: this.scene,
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root,
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root,
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options: args.options,
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options: args.options,
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model: new ModelManager(subRoot, loaderResult.meshes.filter(m => m !== subRoot), (meshes) => {
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model,
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for (const m of meshes) {
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const mesh = m;
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// シェイプキー(morph)を考慮してbounding boxを更新するために必要
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mesh.refreshBoundingInfo({ applyMorph: true });
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mesh.checkCollisions = !hasCollisionMesh;
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if (mesh.name.includes('__COLLISION__')) {
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mesh.receiveShadows = false;
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mesh.isVisible = false;
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mesh.checkCollisions = true;
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} else if (mesh.name.includes('__TOP__') || mesh.name.includes('__SIDE__')) {
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mesh.receiveShadows = false;
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mesh.isVisible = false;
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} else {
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if (def.receiveShadows !== false) mesh.receiveShadows = true;
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if (def.castShadows !== false) {
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this.shadowGenerator1.addShadowCaster(mesh);
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}
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if (mesh.material) {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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for (const subMat of mesh.material.subMaterials) {
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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}
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} else {
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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}
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}
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}
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if (!this.scene.meshes.includes(mesh)) this.scene.addMesh(mesh);
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}
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}),
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});
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});
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objectInstance.onInited?.();
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objectInstance.onInited?.();
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model.bakeMesh();
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this.objectInstance = objectInstance;
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this.objectInstance = objectInstance;
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this.objectMesh = root;
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this.objectMesh = root;
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}
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}
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@@ -17,12 +17,12 @@ export const beamLamp = defineObject({
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createInstance: ({ room, root, scene }) => {
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createInstance: ({ room, root, scene }) => {
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return {
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return {
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onInited: () => {
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onInited: () => {
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const light = new BABYLON.PointLight('beamLampLight', new BABYLON.Vector3(0, 10/*cm*/, 0), scene, true);
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const light = new BABYLON.PointLight('beamLampLight', new BABYLON.Vector3(0, 10/*cm*/, 0), scene, room?.lightContainer != null);
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light.parent = root;
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light.parent = root;
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.intensity = 300;
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light.intensity = 300;
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light.range = 100/*cm*/;
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light.range = 100/*cm*/;
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room.lightContainer.addLight(light);
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if (room?.lightContainer != null) room.lightContainer.addLight(light);
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},
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},
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interactions: {},
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interactions: {},
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};
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};
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@@ -16,12 +16,12 @@ export const lavaLamp = defineObject({
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createInstance: ({ room, scene, root }) => {
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createInstance: ({ room, scene, root }) => {
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return {
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return {
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onInited: () => {
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onInited: () => {
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const light = new BABYLON.PointLight('lavaLampLight', new BABYLON.Vector3(0, 11/*cm*/, 0), scene, true);
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const light = new BABYLON.PointLight('lavaLampLight', new BABYLON.Vector3(0, 11/*cm*/, 0), scene, room?.lightContainer != null);
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light.parent = root;
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light.parent = root;
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.intensity = 300;
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light.intensity = 300;
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light.range = 100/*cm*/;
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light.range = 100/*cm*/;
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room.lightContainer.addLight(light);
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if (room?.lightContainer != null) room.lightContainer.addLight(light);
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const sphere = BABYLON.MeshBuilder.CreateSphere('lavaLampLightSphere', { diameter: 4/*cm*/ }, scene);
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const sphere = BABYLON.MeshBuilder.CreateSphere('lavaLampLightSphere', { diameter: 4/*cm*/ }, scene);
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sphere.parent = root;
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sphere.parent = root;
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@@ -47,12 +47,12 @@ export const woodRingFloorLamp = defineObject({
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const lamps = model.findMeshes('__X_LAMP__');
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const lamps = model.findMeshes('__X_LAMP__');
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for (const lamp of lamps) {
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for (const lamp of lamps) {
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const light = new BABYLON.SpotLight('', new BABYLON.Vector3(0/*cm*/, 0/*cm*/, 0), new BABYLON.Vector3(0, -1, 0), Math.PI / 1, 2, scene, true);
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const light = new BABYLON.SpotLight('', new BABYLON.Vector3(0/*cm*/, 0/*cm*/, 0), new BABYLON.Vector3(0, -1, 0), Math.PI / 1, 2, scene, room?.lightContainer != null);
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light.parent = lamp;
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light.parent = lamp;
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.diffuse = new BABYLON.Color3(1.0, 0.5, 0.2);
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light.intensity = 5000;
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light.intensity = 5000;
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light.range = 150/*cm*/;
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light.range = 150/*cm*/;
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room.lightContainer.addLight(light);
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if (room?.lightContainer != null) room.lightContainer.addLight(light);
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}
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}
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return {
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return {
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