Added fences for small garden
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@@ -45,17 +45,14 @@ export async function addAssetsOnScene(scene){
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const groundXSize = groundHitBox.max.x - groundHitBox.min.x;
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const groundXSize = groundHitBox.max.x - groundHitBox.min.x;
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const groundySize = groundHitBox.max.y - groundHitBox.min.y;
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const groundySize = groundHitBox.max.y - groundHitBox.min.y;
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alignGround(ground, fenceModel.scene);
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for(let i = 0; i<groundXSize; i=i+fenceWidth){
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for(let i = 0; i<groundXSize; i=i+fenceWidth){
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let fence1 = fenceModel.scene.clone()
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let fence1 = fenceModel.scene.clone()
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let fence2 = fenceModel.scene.clone()
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let fence2 = fenceModel.scene.clone()
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let fence3 = fenceModel.scene.clone()
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let fence3 = fenceModel.scene.clone()
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let fence4 = fenceModel.scene.clone()
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let fence4 = fenceModel.scene.clone()
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fence1.scale.set(0.05,0.05,0.05);
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fence2.scale.set(0.05,0.05,0.05);
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fence3.scale.set(0.05,0.05,0.05);
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fence4.scale.set(0.05,0.05,0.05);
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fence1.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));//Correctly rotated for that face
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fence1.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));//Correctly rotated for that face
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fence2.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));
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fence2.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));
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@@ -71,11 +68,6 @@ export async function addAssetsOnScene(scene){
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fence4.position.y = groundHitBox.max.y - fenceWidth - i;//LEFT SIDE
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fence4.position.y = groundHitBox.max.y - fenceWidth - i;//LEFT SIDE
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fence4.position.x = groundHitBox.min.x + 0.25;
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fence4.position.x = groundHitBox.min.x + 0.25;
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alignGround(ground, fence1);
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alignGround(ground, fence2);
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alignGround(ground, fence3);
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alignGround(ground, fence4);
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scene.add(fence1);
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scene.add(fence1);
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scene.add(fence2);
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scene.add(fence2);
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scene.add(fence3);
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scene.add(fence3);
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@@ -87,7 +79,43 @@ export async function addAssetsOnScene(scene){
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fences.push(fence4);
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fences.push(fence4);
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}
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}
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//Adding Paths
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//Small garden
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const topLeftCorner = {x:5, y:-14}
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const smallGardenHeight = 11*fenceWidth;
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const smallGardenWidth = 5*fenceWidth;
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for(let i = 0; i<smallGardenHeight; i=i+fenceWidth){
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const fence1 = fenceModel.scene.clone();
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const fence2 = fenceModel.scene.clone();
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fence1.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));//Correctly rotated for that face
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fence2.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));
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fence1.position.x = topLeftCorner.x + i;
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fence1.position.y = topLeftCorner.y;
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fence2.position.x = topLeftCorner.x - i + smallGardenHeight;
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fence2.position.y = topLeftCorner.y + smallGardenWidth;
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scene.add(fence1);
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scene.add(fence2);
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}
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for(let i = 0; i<smallGardenWidth; i=i+fenceWidth){
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const fence1 = fenceModel.scene.clone();
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const fence2 = fenceModel.scene.clone();
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fence1.position.y = topLeftCorner.y + i;
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fence1.position.x = topLeftCorner.x - fenceWidth;
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fence2.position.y = topLeftCorner.y - i + smallGardenWidth - fenceWidth;
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fence2.position.x = topLeftCorner.x + smallGardenHeight;
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scene.add(fence1);
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scene.add(fence2);
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}
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/* --------------------
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ADDING PATHs
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-------------------- */
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//Works like fences
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//Works like fences
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let pathTiles = [];//List of created pathTiles
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let pathTiles = [];//List of created pathTiles
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const pathTilesModel = await loadModel('src/objects/models/path.gltf');
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const pathTilesModel = await loadModel('src/objects/models/path.gltf');
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@@ -112,11 +140,6 @@ export async function addAssetsOnScene(scene){
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pathLeft.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));//Correctly rotated for that face
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pathLeft.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));//Correctly rotated for that face
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pathRight.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));
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pathRight.rotateOnWorldAxis(new THREE.Vector3(0,0,1), MathUtils.degToRad(90));
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alignGround(ground, pathUp);
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alignGround(ground, pathLeft);
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alignGround(ground, pathDown);
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alignGround(ground, pathRight);
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scene.add(pathUp);
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scene.add(pathUp);
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scene.add(pathLeft);
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scene.add(pathLeft);
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scene.add(pathDown);
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scene.add(pathDown);
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@@ -196,10 +219,10 @@ export async function addAssetsOnScene(scene){
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scene.add( player.scene );
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scene.add( player.scene );
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return {
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return {
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ground: ground,
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//ground: ground,
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fenceScenes: fences,
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//fenceScenes: fences,
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player: player,
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player: player,
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pathTiles: pathTiles,
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//pathTiles: pathTiles,
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nameplateModel: nameplateModel
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nameplateModel: nameplateModel
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};
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};
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}
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}
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