Added wood dice mesh variant and moved shared meshes
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@ -1,12 +1,12 @@
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import * as BABYLON from "babylonjs";
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import d4Source from "./meshes/d4.glb";
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import d6Source from "./meshes/d6.glb";
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import d8Source from "./meshes/d8.glb";
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import d10Source from "./meshes/d10.glb";
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import d12Source from "./meshes/d12.glb";
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import d20Source from "./meshes/d20.glb";
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import d100Source from "./meshes/d100.glb";
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import d4Source from "./shared/d4.glb";
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import d6Source from "./shared/d6.glb";
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import d8Source from "./shared/d8.glb";
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import d10Source from "./shared/d10.glb";
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import d12Source from "./shared/d12.glb";
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import d20Source from "./shared/d20.glb";
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import d100Source from "./shared/d100.glb";
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import { lerp } from "../helpers/shared";
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@ -1,7 +1,7 @@
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import * as BABYLON from "babylonjs";
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import singleMeshSource from "../meshes/diceTraySingle.glb";
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import doubleMeshSource from "../meshes/diceTrayDouble.glb";
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import singleMeshSource from "./single.glb";
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import doubleMeshSource from "./double.glb";
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import singleAlbedo from "./singleAlbedo.jpg";
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import singleMetalRoughness from "./singleMetalRoughness.jpg";
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@ -4,10 +4,33 @@ import albedo from "./albedo.jpg";
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import metalRoughness from "./metalRoughness.jpg";
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import normal from "./normal.jpg";
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import d4Source from "./d4.glb";
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import d6Source from "./d6.glb";
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import d8Source from "./d8.glb";
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import d10Source from "./d10.glb";
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import d12Source from "./d12.glb";
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import d20Source from "./d20.glb";
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import d100Source from "./d100.glb";
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const sourceOverrides = {
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d4: d4Source,
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d6: d6Source,
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d8: d8Source,
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d10: d10Source,
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d12: d12Source,
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d20: d20Source,
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d100: d100Source,
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};
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class WalnutDice extends Dice {
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static meshes;
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static material;
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static getDicePhysicalProperties(diceType) {
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let properties = super.getDicePhysicalProperties(diceType);
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return { mass: properties.mass * 1.4, friction: properties.friction };
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}
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static async load(scene) {
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if (!this.material) {
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this.material = this.loadMaterial(
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@ -17,7 +40,11 @@ class WalnutDice extends Dice {
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);
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}
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if (!this.meshes) {
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this.meshes = await this.loadMeshes(this.material, scene);
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this.meshes = await this.loadMeshes(
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this.material,
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scene,
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sourceOverrides
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);
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}
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}
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src/dice/walnut/d10.glb
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