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@@ -100,7 +100,7 @@ beestat.component.scene.prototype.add_tree_ground_contact_ = function(tree, trun
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collar.position.z = (collar_height / 2) - (Math.max(0.2, base_radius * 0.08));
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collar.rotation.z = Math.random() * Math.PI * 2;
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collar.castShadow = true;
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collar.receiveShadow = true;
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collar.receiveShadow = false;
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collar.userData.is_environment = true;
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tree.add(collar);
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@@ -242,7 +242,7 @@ beestat.component.scene.prototype.create_conical_tree_ = function(height, max_di
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foliage_mesh.rotation.y = Math.sin(tilt_direction) * tilt_amount;
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foliage_mesh.rotation.z = (Math.random() - 0.5) * 0.2;
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foliage_mesh.castShadow = true;
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foliage_mesh.receiveShadow = true;
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foliage_mesh.receiveShadow = false;
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foliage_mesh.userData.is_environment = true;
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foliage_mesh.userData.is_tree_foliage = true;
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foliage_mesh.userData.base_tree_foliage_color = foliage_mesh.material.color.getHex();
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@@ -387,8 +387,8 @@ beestat.component.scene.prototype.create_stick_mesh_ = function(config) {
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geometry.computeVertexNormals();
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const mesh = new THREE.Mesh(geometry, config.material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.castShadow = config.cast_shadow !== false;
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mesh.receiveShadow = config.receive_shadow === true;
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mesh.userData.is_environment = true;
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return {
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@@ -497,7 +497,8 @@ beestat.component.scene.prototype.create_round_tree_ = function(height, max_diam
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'direction_jitter': 3,
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'taper_start_ratio': 0.35,
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'taper_max_ratio': 0.72,
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'material': wood_material
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'material': wood_material,
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'receive_shadow': true
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});
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const trunk = trunk_stick.mesh;
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trunk.position.z = -(trunk_height / 2) + Math.max(0.7, trunk_radius_bottom * 0.14);
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@@ -704,7 +705,8 @@ beestat.component.scene.prototype.create_round_tree_ = function(height, max_diam
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'straight_start_ratio': 0.2,
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'taper_start_ratio': 0.2,
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'taper_max_ratio': 1,
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'material': wood_material
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'material': wood_material,
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'receive_shadow': false
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});
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const branch = branch_stick.mesh;
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branch.position.copy(base).addScaledVector(direction, (length / 2) - (radius_bottom * 0.45));
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@@ -797,7 +799,7 @@ beestat.component.scene.prototype.create_round_tree_ = function(height, max_diam
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});
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const canopy_mesh = canopy_result.mesh;
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canopy_mesh.castShadow = true;
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canopy_mesh.receiveShadow = true;
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canopy_mesh.receiveShadow = false;
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canopy_mesh.userData.is_environment = true;
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foliage.add(canopy_mesh);
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this.tree_foliage_meshes_.push(canopy_mesh);
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