Update.
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@ -83,35 +83,50 @@ export class GameRenderer {
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createBuilding(buildingData) {
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const { type, x, y, owner_id, name } = buildingData;
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// Get building height and color based on type
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let height = 1;
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let color = 0x808080;
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// Get player color for accents
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const playerColor = this.getPlayerColor(owner_id);
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// Create building group
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const buildingGroup = new THREE.Group();
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buildingGroup.position.set(x * this.TILE_SIZE, 0, y * this.TILE_SIZE);
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buildingGroup.userData = { x, y, owner_id, type, name };
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// Create building based on type
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let buildingMesh;
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if (type.includes('house')) {
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height = type === 'small_house' ?
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2 : type === 'medium_house' ? 3 : 4;
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color = 0xD2691E;
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buildingMesh = this.createHouse(type, playerColor);
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} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
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height = 3;
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color = 0x4169E1;
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buildingMesh = this.createCommercialBuilding(type, playerColor);
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} else if (type.includes('factory')) {
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height = 5;
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color = 0x696969;
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buildingMesh = this.createFactory(type, playerColor);
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} else if (type === 'road') {
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height = 0.1;
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color = 0x2F4F4F;
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buildingMesh = this.createRoad();
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} else if (type === 'park' || type === 'plaza') {
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height = 0.5;
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color = 0x32CD32;
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buildingMesh = this.createPark(type, playerColor);
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} else if (type === 'town_hall') {
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height = 6;
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color = 0xFFD700;
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buildingMesh = this.createTownHall(playerColor);
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} else if (type === 'power_plant') {
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height = 8;
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color = 0xFF4500;
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buildingMesh = this.createPowerPlant(playerColor);
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} else {
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// Fallback to simple building
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buildingMesh = this.createSimpleBuilding(2, 0x808080);
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}
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// Create building mesh
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buildingGroup.add(buildingMesh);
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return buildingGroup;
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}
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getPlayerColor(owner_id) {
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// Try to find the player color from game state or use default
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if (this.gameState && this.gameState.players && this.gameState.players[owner_id]) {
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const color = this.gameState.players[owner_id].color;
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return new THREE.Color(color);
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}
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return new THREE.Color(0xff6b6b); // Default reddish color
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}
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createSimpleBuilding(height, color) {
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const geometry = new THREE.BoxGeometry(
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this.TILE_SIZE - 0.2,
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height,
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@ -119,18 +134,430 @@ export class GameRenderer {
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);
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const material = new THREE.MeshLambertMaterial({ color: color });
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const building = new THREE.Mesh(geometry, material);
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building.position.set(
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x * this.TILE_SIZE,
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height / 2,
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y * this.TILE_SIZE
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);
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building.position.y = height / 2;
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building.castShadow = true;
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building.receiveShadow = true;
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building.userData = { x, y, owner_id, type, name };
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return building;
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}
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createHouse(type, playerColor) {
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const group = new THREE.Group();
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// Determine house size and height
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let houseWidth = 1.4;
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let houseDepth = 1.2;
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let wallHeight = 1.5;
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let roofHeight = 0.8;
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if (type === 'medium_house') {
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houseWidth = 1.6;
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houseDepth = 1.4;
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wallHeight = 2.0;
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roofHeight = 1.0;
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} else if (type === 'large_house') {
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houseWidth = 1.7;
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houseDepth = 1.6;
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wallHeight = 2.5;
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roofHeight = 1.2;
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}
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// Main house body
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const wallGeometry = new THREE.BoxGeometry(houseWidth, wallHeight, houseDepth);
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const wallMaterial = new THREE.MeshLambertMaterial({ color: 0xf4f4f4 });
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const walls = new THREE.Mesh(wallGeometry, wallMaterial);
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walls.position.y = wallHeight / 2;
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walls.castShadow = true;
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walls.receiveShadow = true;
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group.add(walls);
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// Roof (triangular prism) - player color
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const roofGeometry = new THREE.CylinderGeometry(0, houseWidth * 0.8, roofHeight, 4);
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const roofMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const roof = new THREE.Mesh(roofGeometry, roofMaterial);
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roof.position.y = wallHeight + roofHeight / 2;
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roof.rotation.y = Math.PI / 4; // Rotate 45 degrees to make it diamond-shaped
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roof.castShadow = true;
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group.add(roof);
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// Door
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const doorGeometry = new THREE.BoxGeometry(0.3, 0.6, 0.05);
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const doorMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
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const door = new THREE.Mesh(doorGeometry, doorMaterial);
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door.position.set(0, 0.3, houseDepth / 2 + 0.02);
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group.add(door);
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// Windows with player color frames
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const createWindow = (x, y, z) => {
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const windowGroup = new THREE.Group();
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// Window frame - player color
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const frameGeometry = new THREE.BoxGeometry(0.35, 0.35, 0.05);
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const frameMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const frame = new THREE.Mesh(frameGeometry, frameMaterial);
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windowGroup.add(frame);
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// Window glass
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const glassGeometry = new THREE.BoxGeometry(0.25, 0.25, 0.02);
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const glassMaterial = new THREE.MeshLambertMaterial({
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color: 0x87ceeb,
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transparent: true,
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opacity: 0.7
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});
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const glass = new THREE.Mesh(glassGeometry, glassMaterial);
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glass.position.z = 0.01;
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windowGroup.add(glass);
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windowGroup.position.set(x, y, z);
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return windowGroup;
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};
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// Add windows
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group.add(createWindow(-houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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group.add(createWindow(houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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// Chimney for medium and large houses
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if (type !== 'small_house') {
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const chimneyGeometry = new THREE.BoxGeometry(0.2, 0.6, 0.2);
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const chimneyMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
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const chimney = new THREE.Mesh(chimneyGeometry, chimneyMaterial);
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chimney.position.set(houseWidth/3, wallHeight + roofHeight/2 + 0.3, -houseDepth/4);
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chimney.castShadow = true;
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group.add(chimney);
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}
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return group;
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}
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createCommercialBuilding(type, playerColor) {
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const group = new THREE.Group();
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let width = 1.6;
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let height = 2.5;
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let depth = 1.4;
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let signColor = playerColor;
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if (type === 'supermarket') {
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width = 1.7;
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height = 3.0;
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depth = 1.6;
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} else if (type === 'mall') {
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width = 1.8;
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height = 3.5;
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depth = 1.7;
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}
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// Main building
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const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
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const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
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const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
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building.position.y = height / 2;
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building.castShadow = true;
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building.receiveShadow = true;
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group.add(building);
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// Storefront sign - player color
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const signGeometry = new THREE.BoxGeometry(width * 0.9, 0.3, 0.05);
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const signMaterial = new THREE.MeshLambertMaterial({ color: signColor });
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const sign = new THREE.Mesh(signGeometry, signMaterial);
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sign.position.set(0, height * 0.8, depth / 2 + 0.02);
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group.add(sign);
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// Large windows
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const windowGeometry = new THREE.BoxGeometry(width * 0.7, height * 0.4, 0.05);
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const windowMaterial = new THREE.MeshLambertMaterial({
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color: 0x4169e1,
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transparent: true,
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opacity: 0.6
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});
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const windows = new THREE.Mesh(windowGeometry, windowMaterial);
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windows.position.set(0, height * 0.3, depth / 2 + 0.01);
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group.add(windows);
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// Entrance door
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const doorGeometry = new THREE.BoxGeometry(0.4, 0.8, 0.05);
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const doorMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const door = new THREE.Mesh(doorGeometry, doorMaterial);
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door.position.set(0, 0.4, depth / 2 + 0.02);
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group.add(door);
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// Air conditioning units on roof for larger buildings
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if (type === 'supermarket' || type === 'mall') {
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const acGeometry = new THREE.BoxGeometry(0.4, 0.2, 0.3);
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const acMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
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const ac1 = new THREE.Mesh(acGeometry, acMaterial);
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ac1.position.set(-width/3, height + 0.1, 0);
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group.add(ac1);
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const ac2 = new THREE.Mesh(acGeometry, acMaterial);
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ac2.position.set(width/3, height + 0.1, 0);
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group.add(ac2);
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}
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return group;
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}
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createFactory(type, playerColor) {
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const group = new THREE.Group();
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let width = 1.6;
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let height = 3.5;
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let depth = 1.5;
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if (type === 'large_factory') {
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width = 1.8;
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height = 4.5;
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depth = 1.7;
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}
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// Main factory building
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const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
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const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
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const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
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building.position.y = height / 2;
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building.castShadow = true;
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building.receiveShadow = true;
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group.add(building);
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// Smokestack - player color stripe
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const stackHeight = height + 1.5;
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const stackGeometry = new THREE.CylinderGeometry(0.1, 0.15, stackHeight);
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const stackMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
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const stack = new THREE.Mesh(stackGeometry, stackMaterial);
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stack.position.set(width/3, stackHeight/2, -depth/4);
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stack.castShadow = true;
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group.add(stack);
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// Player color stripe on smokestack
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const stripeGeometry = new THREE.CylinderGeometry(0.12, 0.16, 0.3);
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const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
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stripe.position.set(width/3, stackHeight * 0.7, -depth/4);
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group.add(stripe);
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// Factory windows
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const createFactoryWindow = (x, y, z) => {
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const windowGeometry = new THREE.BoxGeometry(0.3, 0.4, 0.05);
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const windowMaterial = new THREE.MeshLambertMaterial({
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color: 0xffff88,
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transparent: true,
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opacity: 0.8
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});
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const window = new THREE.Mesh(windowGeometry, windowMaterial);
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window.position.set(x, y, z);
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return window;
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};
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// Add multiple windows
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for (let i = -1; i <= 1; i++) {
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for (let j = 1; j <= 2; j++) {
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group.add(createFactoryWindow(i * width/3, j * height/3, depth/2 + 0.01));
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}
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}
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// Loading dock - player color
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const dockGeometry = new THREE.BoxGeometry(0.6, 0.1, 0.4);
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const dockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const dock = new THREE.Mesh(dockGeometry, dockMaterial);
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dock.position.set(-width/3, 0.05, depth/2 + 0.2);
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group.add(dock);
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return group;
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}
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createRoad() {
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const geometry = new THREE.BoxGeometry(
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this.TILE_SIZE,
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0.1,
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this.TILE_SIZE
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);
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const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F });
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const road = new THREE.Mesh(geometry, material);
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road.position.y = 0.05;
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road.receiveShadow = true;
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return road;
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}
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createPark(type, playerColor) {
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const group = new THREE.Group();
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// Base green area
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const baseGeometry = new THREE.BoxGeometry(this.TILE_SIZE - 0.1, 0.1, this.TILE_SIZE - 0.1);
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const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x32cd32 });
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const base = new THREE.Mesh(baseGeometry, baseMaterial);
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base.position.y = 0.05;
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base.receiveShadow = true;
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group.add(base);
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if (type === 'park') {
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// Add trees
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const createTree = (x, z) => {
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const treeGroup = new THREE.Group();
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// Trunk
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const trunkGeometry = new THREE.CylinderGeometry(0.05, 0.08, 0.5);
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const trunkMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
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const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
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trunk.position.y = 0.25;
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trunk.castShadow = true;
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treeGroup.add(trunk);
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// Leaves - player color accent
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const leavesGeometry = new THREE.SphereGeometry(0.3, 8, 6);
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const leavesMaterial = new THREE.MeshLambertMaterial({
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color: playerColor.clone().lerp(new THREE.Color(0x228b22), 0.7)
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});
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const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);
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leaves.position.y = 0.6;
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leaves.castShadow = true;
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treeGroup.add(leaves);
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treeGroup.position.set(x, 0, z);
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return treeGroup;
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};
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group.add(createTree(-0.4, -0.4));
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group.add(createTree(0.4, 0.4));
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} else { // plaza
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// Add fountain with player color accents
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const fountainGeometry = new THREE.CylinderGeometry(0.3, 0.4, 0.3);
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const fountainMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
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const fountain = new THREE.Mesh(fountainGeometry, fountainMaterial);
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fountain.position.y = 0.25;
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fountain.castShadow = true;
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group.add(fountain);
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// Water with player color tint
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const waterGeometry = new THREE.CylinderGeometry(0.25, 0.25, 0.05);
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const waterMaterial = new THREE.MeshLambertMaterial({
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color: playerColor.clone().lerp(new THREE.Color(0x4169e1), 0.5),
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transparent: true,
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opacity: 0.7
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});
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const water = new THREE.Mesh(waterGeometry, waterMaterial);
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water.position.y = 0.35;
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group.add(water);
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}
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return group;
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}
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createTownHall(playerColor) {
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const group = new THREE.Group();
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// Main building
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const mainGeometry = new THREE.BoxGeometry(1.7, 4.0, 1.6);
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const mainMaterial = new THREE.MeshLambertMaterial({ color: 0xf5f5dc });
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const main = new THREE.Mesh(mainGeometry, mainMaterial);
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main.position.y = 2.0;
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main.castShadow = true;
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main.receiveShadow = true;
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group.add(main);
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// Clock tower
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const towerGeometry = new THREE.BoxGeometry(0.6, 1.5, 0.6);
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const towerMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
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const tower = new THREE.Mesh(towerGeometry, towerMaterial);
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tower.position.y = 4.75;
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tower.castShadow = true;
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group.add(tower);
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// Clock face - player color
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const clockGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.05);
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const clockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const clock = new THREE.Mesh(clockGeometry, clockMaterial);
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clock.position.set(0, 4.5, 0.3);
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clock.rotation.x = Math.PI / 2;
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group.add(clock);
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// Flag pole with player color flag
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const poleGeometry = new THREE.CylinderGeometry(0.02, 0.02, 1.0);
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const poleMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
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const pole = new THREE.Mesh(poleGeometry, poleMaterial);
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pole.position.set(0.6, 5.5, 0);
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group.add(pole);
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const flagGeometry = new THREE.PlaneGeometry(0.3, 0.2);
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const flagMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const flag = new THREE.Mesh(flagGeometry, flagMaterial);
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flag.position.set(0.75, 5.7, 0);
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group.add(flag);
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// Steps with player color carpet
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const stepsGeometry = new THREE.BoxGeometry(1.8, 0.2, 0.6);
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const stepsMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
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const steps = new THREE.Mesh(stepsGeometry, stepsMaterial);
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steps.position.set(0, 0.1, 0.8);
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group.add(steps);
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const carpetGeometry = new THREE.BoxGeometry(0.4, 0.01, 0.6);
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const carpetMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const carpet = new THREE.Mesh(carpetGeometry, carpetMaterial);
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carpet.position.set(0, 0.21, 0.8);
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group.add(carpet);
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return group;
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}
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createPowerPlant(playerColor) {
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const group = new THREE.Group();
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// Main building
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const mainGeometry = new THREE.BoxGeometry(1.8, 3.0, 1.7);
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const mainMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
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const main = new THREE.Mesh(mainGeometry, mainMaterial);
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main.position.y = 1.5;
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main.castShadow = true;
|
||||
main.receiveShadow = true;
|
||||
group.add(main);
|
||||
|
||||
// Cooling towers
|
||||
const createCoolingTower = (x, z) => {
|
||||
const towerGeometry = new THREE.CylinderGeometry(0.2, 0.3, 4.0);
|
||||
const towerMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
|
||||
const tower = new THREE.Mesh(towerGeometry, towerMaterial);
|
||||
tower.position.set(x, 2.0, z);
|
||||
tower.castShadow = true;
|
||||
|
||||
// Player color stripe on tower
|
||||
const stripeGeometry = new THREE.CylinderGeometry(0.22, 0.32, 0.3);
|
||||
const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
||||
const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
|
||||
stripe.position.set(x, 3.0, z);
|
||||
group.add(stripe);
|
||||
|
||||
return tower;
|
||||
};
|
||||
|
||||
group.add(createCoolingTower(-0.5, -0.3));
|
||||
group.add(createCoolingTower(0.5, -0.3));
|
||||
|
||||
// Control room with player color accents
|
||||
const controlGeometry = new THREE.BoxGeometry(0.8, 1.0, 0.6);
|
||||
const controlMaterial = new THREE.MeshLambertMaterial({ color: 0x777777 });
|
||||
const control = new THREE.Mesh(controlGeometry, controlMaterial);
|
||||
control.position.set(0, 3.5, 0.4);
|
||||
control.castShadow = true;
|
||||
group.add(control);
|
||||
|
||||
// Control room windows - player color frames
|
||||
const windowGeometry = new THREE.BoxGeometry(0.6, 0.3, 0.05);
|
||||
const windowMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
||||
const windows = new THREE.Mesh(windowGeometry, windowMaterial);
|
||||
windows.position.set(0, 3.5, 0.7);
|
||||
group.add(windows);
|
||||
|
||||
// Power lines
|
||||
const lineGeometry = new THREE.CylinderGeometry(0.01, 0.01, 2.0);
|
||||
const lineMaterial = new THREE.MeshLambertMaterial({ color: 0x000000 });
|
||||
const line = new THREE.Mesh(lineGeometry, lineMaterial);
|
||||
line.position.set(0.8, 4.0, 0);
|
||||
line.rotation.z = Math.PI / 6;
|
||||
group.add(line);
|
||||
|
||||
return group;
|
||||
}
|
||||
|
||||
createCursor(playerId, color) {
|
||||
const geometry = new THREE.RingGeometry(0.5, 0.7, 16);
|
||||
const material = new THREE.MeshBasicMaterial({
|
||||
@ -144,6 +571,9 @@ export class GameRenderer {
|
||||
}
|
||||
|
||||
updateGameState(gameState) {
|
||||
// Store game state for player color access
|
||||
this.gameState = gameState;
|
||||
|
||||
// Clear existing buildings
|
||||
this.buildings.forEach(mesh => this.scene.remove(mesh));
|
||||
this.buildings.clear();
|
||||
|
||||
Loading…
Reference in New Issue
Block a user