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@@ -11,130 +11,116 @@ class MazeObject {
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const scale = 5;
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context.wallSize = params.wallSize || .65*scale;
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context.wallSize = params.wallSize || 1.2*scale; //half
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context.tubeSize = params.tubeSize || 1.2*scale;
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context.wallDepth = params.wallDepth || .1*scale;
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context.fontPath = params.fontPath || '/static/fonts/ZapfChanceryC.otf';
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const cameraNear = .2;
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context.wallDepth = params.wallDepth || 0*scale;
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context.fontPath = params.fontPath || '/static/fonts/Jura-SemiBold.ttf';
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this.context = context;
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let _tf = {
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rotation: {
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r: 3 * Math.PI / 2, f: 0, l: Math.PI / 2, b: Math.PI
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},
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position: {
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r: [-context.wallSize, context.wallSize],
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f: [0, 2 * context.wallSize],
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l: [context.wallSize, context.wallSize]
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},
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pNext: {
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r: [-context.wallSize - (context.wallSize + context.wallDepth) / 2, context.wallSize],
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f: [0, 2 * context.wallSize + context.wallSize / 2],
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l: [context.wallSize + (context.wallSize + context.wallDepth) / 2, context.wallSize]
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r: [-context.wallSize/2, context.wallSize/2],
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f: [0, context.wallSize / 2],
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l: [context.wallSize/2, context.wallSize/2]
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}
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};
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let o = {};
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let areas = [], mazeMeshes = [];
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function addPhysics(matrix, position, size, placement = 'side'){
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let quat = new Quaternion().setFromRotationMatrix(matrix);
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let v = new Vector3(...position).applyMatrix4(matrix);
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let po = engine.phy.add(
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{position: v}, 'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:size/2 }
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)
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if (placement == 'front') {
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quat.multiply(new Quaternion(0, 0.7071068, 0, 0.7071068)) //rotate by 90deg
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}
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po.rigidBody.setRotation(quat, true)
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}
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this.mazeObject = function(def, room, step = 0) {
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if (!def.matrix){
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def.matrix = new Matrix4();
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}
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let offsetZ = 0, e;
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def.len = def.len || 0;
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if (step == 0) {
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e = o.door.clone();
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e.rotateY(_tf.rotation.f);
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mazeMeshes.push(e);
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}
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// if (step == 0) {
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// e = o.door.clone();
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// e.rotateY(_tf.rotation.f);
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// mazeMeshes.push(e);
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// }
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for (let i = 0; i < def.len; i++) {
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let t = o.tunnel.clone();
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t.position.set(0, 0, i * context.tubeSize + context.wallDepth / 2);
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t.position.set(0, 0, i * context.tubeSize);
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def.matrix && t.applyMatrix4(def.matrix);
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mazeMeshes.push(t);
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}
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offsetZ = context.wallDepth + def.len * context.tubeSize - context.tubeSize / 2;
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if (!def.len) offsetZ = -.275;
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areas.push({
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a: [
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room.localToWorld(new Vector3(-context.tubeSize / 2 + cameraNear, 0, -context.tubeSize / 2 - cameraNear)),
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room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))
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]
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});
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offsetZ = def.len * context.tubeSize;
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//if (!def.len) offsetZ = -.275;
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//room.getWorldQuaternion(quat);
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// const geometry = new BoxGeometry(2, 2, offsetZ);
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// const cube = new Mesh(geometry, o.tunnel.material)
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// cube.position.set(context.tubeSize / 2, 0.6, offsetZ/2)
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// root.add(cube);
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let quat = new Quaternion();
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room.getWorldQuaternion(quat);
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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console.log('adding!!!', room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)), quat)
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let ofZ = def.len * context.tubeSize
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addPhysics(def.matrix, [context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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addPhysics(def.matrix, [-context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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// const geometry = new BoxGeometry(2, 2, offsetZ);
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// const cube = new Mesh(geometry, o.tunnel.material)
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// cube.position.set(context.tubeSize / 2, 0.6, offsetZ/2)
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// root.add(cube);
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e = [
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o.floor.clone(),
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o.door.clone(),
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o[def.r ? 'door' : 'wall'].clone(),
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o[def.f ? 'door' : 'wall'].clone(),
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o[def.l ? 'door' : 'wall'].clone()
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];
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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e[0].position.set(0, 0, offsetZ + context.wallSize/2);
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let left = engine.phy.add(
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{position: room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2))},
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'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:offsetZ/2 }
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)
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left.rigidBody.setRotation(quat, true)
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e[1].rotateY(_tf.rotation.b);
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let right = engine.phy.add(
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{position: room.localToWorld(new Vector3(-context.tubeSize / 2, 0.6, offsetZ/2))},
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'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:offsetZ/2 }
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)
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right.rigidBody.setRotation(quat, true)
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e[2].rotateY(_tf.rotation.r);
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e[3].rotateY(_tf.rotation.f);
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e[4].rotateY(_tf.rotation.l);
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e[1].position.set(0, 0, offsetZ + 0);
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if (def.type == 'area') {
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def.area.forEach(ar => {
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areas.push({
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a: [
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room.localToWorld(new Vector3(ar[0] + cameraNear, 0, offsetZ + ar[1] - cameraNear)),
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room.localToWorld(new Vector3(ar[2] - cameraNear, 0, offsetZ + ar[3] + cameraNear))
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]
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});
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});
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} else {
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if (def.noRoom) {
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// e = o.wall.geometry.clone();
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// e.rotateY(_tf.rotation.f);
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// e.translate(0,0,offsetZ + 0);
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// def.matrix && e.applyMatrix4(def.matrix);
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// mazeGeometries.push(e);
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} else {
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e = [o.floor.clone(), o.door.clone(), o[def.r ? 'door' : 'wall'].clone(),
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o[def.f ? 'door' : 'wall'].clone(), o[def.l ? 'door' : 'wall'].clone()];
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e[0].position.set(0, 0, offsetZ + context.wallSize);
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e[2].position.set(-context.wallSize/2, 0, offsetZ + context.wallSize/2);
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e[3].position.set(0, 0, offsetZ + context.wallSize);
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e[4].position.set(context.wallSize/2, 0, offsetZ + context.wallSize/2);
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e[1].rotateY(_tf.rotation.b);
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e[2].rotateY(_tf.rotation.r);
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e[3].rotateY(_tf.rotation.f);
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e[4].rotateY(_tf.rotation.l);
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e[1].position.set(0, 0, offsetZ + 0);
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e[2].position.set(-context.wallSize, 0, offsetZ + context.wallSize);
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e[3].position.set(0, 0, offsetZ + context.wallSize * 2);
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e[4].position.set(context.wallSize, 0, offsetZ + context.wallSize);
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e.forEach(g => {
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def.matrix && g.applyMatrix4(def.matrix);
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mazeMeshes.push(g);
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});
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areas.push({
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a: [
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room.localToWorld(new Vector3(-context.wallSize + cameraNear, 0, offsetZ + cameraNear)),
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room.localToWorld(new Vector3(context.wallSize - cameraNear, 0, offsetZ + context.wallSize * 2 - cameraNear))
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]
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});
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}
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if (!def.r){
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addPhysics(def.matrix, [-context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
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}
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if (!def.f){
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addPhysics(def.matrix, [0, 0, offsetZ + context.wallSize], context.wallSize, 'front')
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}
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if (!def.l){
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addPhysics(def.matrix, [context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
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}
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e.forEach(g => {
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def.matrix && g.applyMatrix4(def.matrix);
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mazeMeshes.push(g);
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});
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def.objects && def.objects.forEach(obj => {
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obj.room = room;
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// let go = new GameObject(obj, context);
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let go = new TextObject(obj, context)
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room.add(go.mesh);
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go.mesh.scale.multiplyScalar(scale)
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go.mesh.position.multiply(new Vector3(scale, scale, context.wallSize))
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go.mesh.applyMatrix4(def.matrix);
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root.add(go.mesh);
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// go.ready.then(mesh => {
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// room.add(mesh);
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// });
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@@ -148,7 +134,7 @@ class MazeObject {
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mtx.setPosition(_tf.pNext[d][0], 0, _tf.pNext[d][1] + offsetZ);
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let rr = new Group();
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root.add(rr);
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def[d].matrix = mtx.premultiply(def.matrix || new Matrix4());
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def[d].matrix = mtx.premultiply(def.matrix);
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rr.applyMatrix4(def[d].matrix);
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rr.updateMatrixWorld();
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this.mazeObject(def[d], rr, step + 1);
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@@ -159,8 +145,10 @@ class MazeObject {
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let mazeAsset = await engine.load('/static/meshes/maze-reed.gltf');
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['tunnel', 'wall', 'door', 'floor'].forEach(e => {
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o[e] = mazeAsset.scene.getObjectByName(e);
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o[e].frustumCulled = false;
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//o[e].frustumCulled = false;
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o[e].scale.set(scale, scale, scale)
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// o[e].geometry.computeBoundingBox();
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// console.log(e, o[e].geometry.boundingBox)
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});
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this.mazeObject(def, room);
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mazeMeshes.forEach(mesh=>{
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