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>
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@ -87,13 +87,9 @@ export class Spinner {
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const emitter = new SphereParticleEmitter(.2);
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const emitter = new SphereParticleEmitter(.2);
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emitter.radiusRange = .1;
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emitter.radiusRange = .1;
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particleSystem.particleEmitterType = emitter;
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particleSystem.particleEmitterType = emitter;
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particleSystem.particleTexture = new Texture("/assets/textures/flare.png", this._scene);
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particleSystem.particleTexture = new Texture("/assets/textures/flare.png", this._scene);
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particleSystem.minEmitPower = .1;
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particleSystem.minEmitPower = .1;
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particleSystem.maxEmitPower = .25;
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particleSystem.maxEmitPower = .25;
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particleSystem.minLifeTime = .1;
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particleSystem.minLifeTime = .1;
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particleSystem.maxLifeTime = .8;
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particleSystem.maxLifeTime = .8;
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particleSystem.minSize = 0.01;
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particleSystem.minSize = 0.01;
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@ -22,7 +22,7 @@ export class AnimatedLineTexture {
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public static Texture() {
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public static Texture() {
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if (!AnimatedLineTexture._texture) {
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if (!AnimatedLineTexture._texture) {
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this._texture = new Texture(createArrowSvg('#00ff00'), DefaultScene.Scene);
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this._texture = new Texture(createArrowSvg('#ffffff'), DefaultScene.Scene);
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this._texture.name = 'connection-texture';
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this._texture.name = 'connection-texture';
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this._texture.uScale = 30;
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this._texture.uScale = 30;
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this._animatedTextures.add(this._texture);
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this._animatedTextures.add(this._texture);
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@ -124,7 +124,7 @@ export class AnimatedLineTexture {
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* Use with caution - only call when no connections are using these textures
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* Use with caution - only call when no connections are using these textures
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*/
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*/
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public static ClearCache(): void {
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public static ClearCache(): void {
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this._coloredTextureCache.forEach((texture, color) => {
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this._coloredTextureCache.forEach((texture) => {
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this._animatedTextures.delete(texture);
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this._animatedTextures.delete(texture);
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texture.dispose();
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texture.dispose();
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});
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});
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@ -1,7 +1,6 @@
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import {
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import {
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Color3,
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Color3,
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GroundMesh,
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GroundMesh,
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HemisphericLight,
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Material,
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Material,
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MeshBuilder,
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MeshBuilder,
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Observable,
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Observable,
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@ -31,13 +30,7 @@ export class CustomEnvironment {
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this._logger.debug('CustomEnvironment constructor', config);
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this._logger.debug('CustomEnvironment constructor', config);
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this.scene = DefaultScene.Scene;
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this.scene = DefaultScene.Scene;
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this.name = name;
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this.name = name;
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this.scene.ambientColor = new Color3(.1, .1, .1);
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this.scene.ambientColor = new Color3(.1, .1, .1);
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// Light disabled for unlit rendering
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// const light = new HemisphericLight("light1", new Vector3(.5, 1, 1).normalize(), this.scene);
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// light.groundColor = new Color3(0, 0, 0);
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// light.diffuse = new Color3(1, 1, 1);
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// light.intensity = .8;
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const physics = new CustomPhysics(this.scene);
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const physics = new CustomPhysics(this.scene);
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physics
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physics
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.initializeAsync()
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.initializeAsync()
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@ -86,6 +79,7 @@ export class CustomEnvironment {
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this.createWall(new Vector3(10, 10, 0), new Vector3(0, Math.PI / 2, 0), color1, color2);
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this.createWall(new Vector3(10, 10, 0), new Vector3(0, Math.PI / 2, 0), color1, color2);
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this.createWall(new Vector3(-10, 10, 0), new Vector3(0, -Math.PI / 2, 0), color1, color2);
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this.createWall(new Vector3(-10, 10, 0), new Vector3(0, -Math.PI / 2, 0), color1, color2);
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}
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}
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private createWall(position: Vector3, rotation: Vector3, color1: Color3, color2: Color3) {
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private createWall(position: Vector3, rotation: Vector3, color1: Color3, color2: Color3) {
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const scene = this.scene;
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const scene = this.scene;
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const wall = MeshBuilder.CreatePlane("wall", {width: 20, height: 20}, scene);
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const wall = MeshBuilder.CreatePlane("wall", {width: 20, height: 20}, scene);
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@ -143,20 +137,4 @@ function createGridMaterial(lineColor: Color3, mainColor: Color3): Material {
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material.mainColor = mainColor;
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material.mainColor = mainColor;
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material.lineColor = lineColor;
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material.lineColor = lineColor;
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return material;
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return material;
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}
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function createGrassGround(scene: Scene): Material {
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const groundMaterial = new PBRMaterial("groundMaterial", scene);
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const gText = new Texture("/assets/textures/grass1.jpeg", scene);
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gText.uScale = 10;
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gText.vScale = 10;
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groundMaterial.albedoTexture = gText;
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groundMaterial.metallic = 0;
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groundMaterial.roughness = 1;
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const grassBump = new Texture("/assets/textures/grassnormal.png", scene);
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grassBump.uScale = 20;
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grassBump.vScale = 20;
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groundMaterial.bumpTexture =
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grassBump;
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return groundMaterial;
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}
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}
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@ -30,8 +30,7 @@ export async function checkVRCapability(): Promise<boolean> {
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*/
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*/
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export function isMobileVRDevice(): boolean {
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export function isMobileVRDevice(): boolean {
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const ua = navigator.userAgent;
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const ua = navigator.userAgent;
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return true;
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return /Quest|Oculus|Pico|VR/i.test(ua);
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//return /Quest|Oculus|Pico|VR/i.test(ua);
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}
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}
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/**
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/**
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@ -78,7 +78,7 @@ function createPlane(mat: Material, mesh: AbstractMesh, text: string, planeWidth
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// Calculate label position using world space bounding box
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// Calculate label position using world space bounding box
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// This ensures labels are positioned correctly regardless of mesh transforms
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// This ensures labels are positioned correctly regardless of mesh transforms
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mesh.computeWorldMatrix(true);
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mesh.computeWorldMatrix(true);
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mesh.refreshBoundingInfo();
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mesh.refreshBoundingInfo({});
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// Get the top of the bounding box in world space
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// Get the top of the bounding box in world space
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const top = mesh.getBoundingInfo().boundingBox.maximumWorld;
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const top = mesh.getBoundingInfo().boundingBox.maximumWorld;
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