refactoring
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@@ -28,7 +28,7 @@ class GameEngine extends THREE.EventDispatcher{
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this.opts = opts;
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const gameEngine = this;
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this.perspectiveCamera = new THREE.PerspectiveCamera(45, this.aspect, 0.01, 200);
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this.perspectiveCamera = new THREE.PerspectiveCamera(45, this.aspect, 0.1, 100);
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this.raycaster = new THREE.Raycaster();
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this.perspectiveCamera.position.set(0, 0, 10);
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@@ -139,12 +139,12 @@ class GameEngine extends THREE.EventDispatcher{
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function animate(time) {
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let delta = clock.getDelta();
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gameEngine.hero?.update();
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gameEngine.hero?.update(delta);
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gameEngine.physics?.step();
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gameEngine.mixers.forEach(m => m.update(delta));
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gameEngine.handleXrAction(gameEngine, delta)
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gameEngine.dispatchEvent({type: 'beforeRender'})
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this.motionQueue.update();
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this.motionQueue.update(delta);
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gameEngine.render(scene, gameEngine.camera);
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if (!renderer.xr.isPresenting) {
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@@ -415,7 +415,7 @@ class GameEngine extends THREE.EventDispatcher{
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if (object.material.map) object.material.map.colorSpace = THREE.SRGBColorSpace;
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//object.material.metalness = 0;
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}
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object.frustumCulled = false;
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//object.frustumCulled = false;
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object.castShadow = true;
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object.receiveShadow = true;
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});
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