A fence can now be loaded
This commit is contained in:
5
.gitignore
vendored
5
.gitignore
vendored
@@ -1 +1,4 @@
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node_modules/
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node_modules/
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#backup files from Blender
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blender_saves/*.blend1
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@@ -1,2 +1,3 @@
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Personal memo :
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Personal memo :
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When creating objects, they should always have their lowest part at z=0, so they are correctly on ground when loaded
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Working with generated textures : https://blender.stackexchange.com/questions/239475/how-can-i-pack-procedural-textures-into-a-gltf-file
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Working with generated textures : https://blender.stackexchange.com/questions/239475/how-can-i-pack-procedural-textures-into-a-gltf-file
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@@ -18,12 +18,12 @@
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"name":"fence",
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"name":"fence",
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"scale":[
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"scale":[
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1,
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1,
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1.5,
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1.5000014305114746,
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14
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14
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],
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],
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"translation":[
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"translation":[
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0,
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0,
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4.380749225616455,
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14.376946449279785,
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-10.441571235656738
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-10.441571235656738
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]
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]
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}
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}
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@@ -24,6 +24,25 @@ export async function addAssetsOnScene(scene){
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const ground = createGround();
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const ground = createGround();
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scene.add(ground);
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scene.add(ground);
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/* --------------------
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ADDING FENCES
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-------------------- */
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const groundHitBox = new THREE.Box3().setFromObject(ground); // Calculating ground size
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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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let fences = [];//List of created fences
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const fence = await loadModel('src/objects/models/fence.gltf');//Loading fence model
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fence.scene.scale.set(0.05,0.05,0.05);
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fence.scene.rotateOnWorldAxis(new THREE.Vector3(1,0,0), MathUtils.degToRad(90));//Must be standing up
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const fenceHitBox = new THREE.Box3().setFromObject(fence.scene);
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const fenceWidth = fenceHitBox.max.y - fenceHitBox.min.y;
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alignGround(ground, fence.scene);
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scene.add(fence.scene);
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const player = await loadModel('src/objects/models/player.gltf');//Loading player
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const player = await loadModel('src/objects/models/player.gltf');//Loading player
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player.scene.scale.set(0.2,0.2,0.2);
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player.scene.scale.set(0.2,0.2,0.2);
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alignGround(ground, player.scene);
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alignGround(ground, player.scene);
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