Update ship positions
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@ -159,6 +159,7 @@ export class Ship {
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this._ship = new TransformNode("shipBase", DefaultScene.MainScene);
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this._ship = new TransformNode("shipBase", DefaultScene.MainScene);
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const data = await loadAsset("ship.glb");
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const data = await loadAsset("ship.glb");
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this._ship = data.container.transformNodes[0];
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this._ship = data.container.transformNodes[0];
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//this._ship.rotation = new Vector3(0, Math.PI, 0);
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// this._ship.id = "Ship"; // Set ID so mission brief can find it
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// this._ship.id = "Ship"; // Set ID so mission brief can find it
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// Position is now set from level config in Level1.initialize()
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// Position is now set from level config in Level1.initialize()
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@ -46,6 +46,7 @@ export class MissionBrief {
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mesh.parent = ship;
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mesh.parent = ship;
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mesh.position = new Vector3(0,1,2.8);
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mesh.position = new Vector3(0,1,2.8);
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// mesh.rotation = new Vector3(0, Math.PI, 0);
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//mesh.renderingGroupId = 3; // Same as status screen for consistent rendering
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//mesh.renderingGroupId = 3; // Same as status screen for consistent rendering
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mesh.metadata = { uiPickable: true }; // TAG: VR UI - allow pointer selection
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mesh.metadata = { uiPickable: true }; // TAG: VR UI - allow pointer selection
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console.log('[MissionBrief] Mesh parented to ship at position:', mesh.position);
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console.log('[MissionBrief] Mesh parented to ship at position:', mesh.position);
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@ -129,7 +129,7 @@ export class Scoreboard {
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gauges.setParent(null);
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gauges.setParent(null);
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gauges.setPivotPoint(gauges.getBoundingInfo().boundingSphere.center);
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gauges.setPivotPoint(gauges.getBoundingInfo().boundingSphere.center);
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gauges.setParent(oldParent);
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gauges.setParent(oldParent);
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//gauges.rotation.z = Math.PI;
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//gauges.rotation.y = Math.PI;
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// Create gauges display
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// Create gauges display
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this.createGaugesDisplay(gauges);
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this.createGaugesDisplay(gauges);
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