upstream pull + signIn/Up
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@@ -1,32 +1,32 @@
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import * as THREE from 'three';
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import * as CONSTANTS from '../../../../types/world/worldConstants';
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import * as Types from "../../../../types/world/worldTypes";
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function addRoofToScene(
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shape: Types.Shape,
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floor: Types.Number,
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userData: Types.UserData,
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floorGroup: Types.RefGroup
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): void {
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////////// Creating a Polygon roof from the shape of the Polygon floor //////////
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const extrudeSettings: THREE.ExtrudeGeometryOptions = {
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depth: CONSTANTS.roofConfig.height,
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bevelEnabled: false
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};
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const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
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const material = new THREE.MeshStandardMaterial({ color: CONSTANTS.roofConfig.defaultColor, side: THREE.DoubleSide, transparent: true, depthWrite: false });
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.y = CONSTANTS.wallConfig.height + floor;
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.rotateX(Math.PI / 2);
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mesh.userData.uuids = userData;
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mesh.name = `Roof_Layer_${(floor / CONSTANTS.wallConfig.height) + 1}`;
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floorGroup.current.add(mesh);
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}
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export default addRoofToScene;
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import * as THREE from 'three';
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import * as CONSTANTS from '../../../../types/world/worldConstants';
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import * as Types from "../../../../types/world/worldTypes";
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function addRoofToScene(
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shape: Types.Shape,
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floor: Types.Number,
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userData: Types.UserData,
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floorGroup: Types.RefGroup
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): void {
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////////// Creating a Polygon roof from the shape of the Polygon floor //////////
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const extrudeSettings: THREE.ExtrudeGeometryOptions = {
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depth: CONSTANTS.roofConfig.height,
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bevelEnabled: false
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};
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const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
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const material = new THREE.MeshStandardMaterial({ color: CONSTANTS.roofConfig.defaultColor, side: THREE.DoubleSide, transparent: true, depthWrite: false });
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.y = CONSTANTS.wallConfig.height + floor;
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.rotateX(Math.PI / 2);
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mesh.userData.uuids = userData;
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mesh.name = `Roof_Layer_${(floor / CONSTANTS.wallConfig.height) + 1}`;
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floorGroup.current.add(mesh);
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}
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export default addRoofToScene;
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