Fix: beams overlap
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@ -83,8 +83,8 @@ export function createSceneObjects() {
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const beamDepth = 0.2;
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const beamDepth = 0.2;
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// Ceiling Beams
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// Ceiling Beams
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const ceilingBeamGeoX = new THREE.BoxGeometry(state.roomSize, beamDepth, beamThickness);
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const ceilingBeamGeoX = new THREE.BoxGeometry(state.roomSize, beamDepth * 1.3, beamThickness);
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const ceilingBeamGeoZ = new THREE.BoxGeometry(beamThickness, beamDepth, state.roomSize);
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const ceilingBeamGeoZ = new THREE.BoxGeometry(beamThickness, beamDepth * 0.8, state.roomSize);
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const createBeam = (geo, pos, rotY = 0) => {
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const createBeam = (geo, pos, rotY = 0) => {
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const beam = new THREE.Mesh(geo, woodMaterial);
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const beam = new THREE.Mesh(geo, woodMaterial);
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@ -121,8 +121,8 @@ export function createSceneObjects() {
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createBeam(wallBeamGeo, new THREE.Vector3(state.roomSize / 2 - beamDepth / 2, state.roomHeight / 2, 1.5), -Math.PI / 2);
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createBeam(wallBeamGeo, new THREE.Vector3(state.roomSize / 2 - beamDepth / 2, state.roomHeight / 2, 1.5), -Math.PI / 2);
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// Wall Beams (Horizontal)
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// Wall Beams (Horizontal)
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const wallBeamGeoX = new THREE.BoxGeometry(state.roomSize, beamThickness, beamDepth);
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const wallBeamGeoX = new THREE.BoxGeometry(state.roomSize, beamThickness, beamDepth * 1.3);
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const wallBeamGeoZ = new THREE.BoxGeometry(beamDepth, beamThickness, state.roomSize);
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const wallBeamGeoZ = new THREE.BoxGeometry(beamDepth * 1.3, beamThickness, state.roomSize);
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// Back Wall
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// Back Wall
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createBeam(wallBeamGeoX, new THREE.Vector3(0, state.roomHeight - 0.5, -state.roomSize / 2 + beamDepth / 2));
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createBeam(wallBeamGeoX, new THREE.Vector3(0, state.roomHeight - 0.5, -state.roomSize / 2 + beamDepth / 2));
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