small fixes
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@@ -72,6 +72,7 @@ export default{
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async loadAsset() {
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if (this.forRendering) {
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engine.resetScene();
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engine.ambientLight.intensity = 25;
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if (this.obj.type == 'panorama2d') {
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await engine.loadPanorama(this.obj.asset.name);
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// let t = await engine.loadTexture(`/asset/default/${this.obj.asset.name}`);
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@@ -89,7 +90,7 @@ export default{
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autoScale(gltf.scene);
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let bb = new engine.$.Box3().setFromObject(gltf.scene);
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//console.log(bb)
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engine.camera.position.set(bb.max.x, bb.max.y, bb.max.z);
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engine.camera.position.set(bb.max.x, bb.max.y, bb.max.z*3);
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engine.orbitControls.target.set((bb.max.x + bb.min.x) / 2, (bb.max.y + bb.min.y) / 2, (bb.max.z + bb.min.z) / 2)
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engine.orbitControls.update();
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engine.activeObjects.add(gltf.scene);
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@@ -6,9 +6,9 @@
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@mouseup="targetPointer($event, 'end')" ></div>
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</div>
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<v-navigation-drawer width="133" rail location="right" class="mt-3">
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<v-menu>
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<v-menu open-on-hover>
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<template v-slot:activator="{ props }">
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<v-btn icon="mdi-panorama-outline" color="primary" v-bind="props" v-tooltip="'Select scene'"></v-btn>
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<v-btn icon="mdi-panorama-outline" color="primary" v-bind="props"></v-btn>
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</template>
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<v-list selectable color="primary" @update:selected="loadScene($event[0])" :items="scenes"></v-list>
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</v-menu>
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@@ -63,6 +63,7 @@ export default {
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methods:{
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loadScene(sceneId){
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this.debug('Loading scene', sceneId)
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manager.loadScene(sceneId)
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},
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targetClick(e){
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@@ -25,7 +25,7 @@ import { clearObject } from './MeshUtils.js';
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THREE.Cache.enabled = true
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const assetPath = '/asset/default/';
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const defaultLightIntensity = 22;
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const defaultLightIntensity = 11;
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class GameEngine extends EventManager{
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@@ -19,7 +19,7 @@ class GameManager{
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this.loadScene = async function(sceneId){
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let scene = scenarioData.scenes.find(sc=>sc.data.id == sceneId);
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let sceneObjects = gameData.scenes[sceneId].objects || {};
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let sceneObjects = gameData.scenes?.[sceneId]?.objects || {};
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engine.tm?.setGame(gameData.id);
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let intro;
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await engine.resetScene();
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