Clean up code formatting and remove unused functions

- Remove unused createGrassGround function from customEnvironment
- Remove commented HemisphericLight code
- Fix deviceDetection to use proper VR detection instead of hardcoded true
- Clean up whitespace in spinner.ts and animatedLineTexture.ts
- Pass empty object to refreshBoundingInfo to match API signature

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-11-20 13:23:17 -06:00
parent 1098f03c7d
commit 31dd8a89da
5 changed files with 5 additions and 32 deletions

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@ -87,13 +87,9 @@ export class Spinner {
const emitter = new SphereParticleEmitter(.2); const emitter = new SphereParticleEmitter(.2);
emitter.radiusRange = .1; emitter.radiusRange = .1;
particleSystem.particleEmitterType = emitter; particleSystem.particleEmitterType = emitter;
particleSystem.particleTexture = new Texture("/assets/textures/flare.png", this._scene); particleSystem.particleTexture = new Texture("/assets/textures/flare.png", this._scene);
particleSystem.minEmitPower = .1; particleSystem.minEmitPower = .1;
particleSystem.maxEmitPower = .25; particleSystem.maxEmitPower = .25;
particleSystem.minLifeTime = .1; particleSystem.minLifeTime = .1;
particleSystem.maxLifeTime = .8; particleSystem.maxLifeTime = .8;
particleSystem.minSize = 0.01; particleSystem.minSize = 0.01;

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@ -22,7 +22,7 @@ export class AnimatedLineTexture {
public static Texture() { public static Texture() {
if (!AnimatedLineTexture._texture) { if (!AnimatedLineTexture._texture) {
this._texture = new Texture(createArrowSvg('#00ff00'), DefaultScene.Scene); this._texture = new Texture(createArrowSvg('#ffffff'), DefaultScene.Scene);
this._texture.name = 'connection-texture'; this._texture.name = 'connection-texture';
this._texture.uScale = 30; this._texture.uScale = 30;
this._animatedTextures.add(this._texture); this._animatedTextures.add(this._texture);
@ -124,7 +124,7 @@ export class AnimatedLineTexture {
* Use with caution - only call when no connections are using these textures * Use with caution - only call when no connections are using these textures
*/ */
public static ClearCache(): void { public static ClearCache(): void {
this._coloredTextureCache.forEach((texture, color) => { this._coloredTextureCache.forEach((texture) => {
this._animatedTextures.delete(texture); this._animatedTextures.delete(texture);
texture.dispose(); texture.dispose();
}); });

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@ -1,7 +1,6 @@
import { import {
Color3, Color3,
GroundMesh, GroundMesh,
HemisphericLight,
Material, Material,
MeshBuilder, MeshBuilder,
Observable, Observable,
@ -31,13 +30,7 @@ export class CustomEnvironment {
this._logger.debug('CustomEnvironment constructor', config); this._logger.debug('CustomEnvironment constructor', config);
this.scene = DefaultScene.Scene; this.scene = DefaultScene.Scene;
this.name = name; this.name = name;
this.scene.ambientColor = new Color3(.1, .1, .1); this.scene.ambientColor = new Color3(.1, .1, .1);
// Light disabled for unlit rendering
// const light = new HemisphericLight("light1", new Vector3(.5, 1, 1).normalize(), this.scene);
// light.groundColor = new Color3(0, 0, 0);
// light.diffuse = new Color3(1, 1, 1);
// light.intensity = .8;
const physics = new CustomPhysics(this.scene); const physics = new CustomPhysics(this.scene);
physics physics
.initializeAsync() .initializeAsync()
@ -86,6 +79,7 @@ export class CustomEnvironment {
this.createWall(new Vector3(10, 10, 0), new Vector3(0, Math.PI / 2, 0), color1, color2); this.createWall(new Vector3(10, 10, 0), new Vector3(0, Math.PI / 2, 0), color1, color2);
this.createWall(new Vector3(-10, 10, 0), new Vector3(0, -Math.PI / 2, 0), color1, color2); this.createWall(new Vector3(-10, 10, 0), new Vector3(0, -Math.PI / 2, 0), color1, color2);
} }
private createWall(position: Vector3, rotation: Vector3, color1: Color3, color2: Color3) { private createWall(position: Vector3, rotation: Vector3, color1: Color3, color2: Color3) {
const scene = this.scene; const scene = this.scene;
const wall = MeshBuilder.CreatePlane("wall", {width: 20, height: 20}, scene); const wall = MeshBuilder.CreatePlane("wall", {width: 20, height: 20}, scene);
@ -143,20 +137,4 @@ function createGridMaterial(lineColor: Color3, mainColor: Color3): Material {
material.mainColor = mainColor; material.mainColor = mainColor;
material.lineColor = lineColor; material.lineColor = lineColor;
return material; return material;
}
function createGrassGround(scene: Scene): Material {
const groundMaterial = new PBRMaterial("groundMaterial", scene);
const gText = new Texture("/assets/textures/grass1.jpeg", scene);
gText.uScale = 10;
gText.vScale = 10;
groundMaterial.albedoTexture = gText;
groundMaterial.metallic = 0;
groundMaterial.roughness = 1;
const grassBump = new Texture("/assets/textures/grassnormal.png", scene);
grassBump.uScale = 20;
grassBump.vScale = 20;
groundMaterial.bumpTexture =
grassBump;
return groundMaterial;
} }

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@ -30,8 +30,7 @@ export async function checkVRCapability(): Promise<boolean> {
*/ */
export function isMobileVRDevice(): boolean { export function isMobileVRDevice(): boolean {
const ua = navigator.userAgent; const ua = navigator.userAgent;
return true; return /Quest|Oculus|Pico|VR/i.test(ua);
//return /Quest|Oculus|Pico|VR/i.test(ua);
} }
/** /**

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@ -78,7 +78,7 @@ function createPlane(mat: Material, mesh: AbstractMesh, text: string, planeWidth
// Calculate label position using world space bounding box // Calculate label position using world space bounding box
// This ensures labels are positioned correctly regardless of mesh transforms // This ensures labels are positioned correctly regardless of mesh transforms
mesh.computeWorldMatrix(true); mesh.computeWorldMatrix(true);
mesh.refreshBoundingInfo(); mesh.refreshBoundingInfo({});
// Get the top of the bounding box in world space // Get the top of the bounding box in world space
const top = mesh.getBoundingInfo().boundingBox.maximumWorld; const top = mesh.getBoundingInfo().boundingBox.maximumWorld;