fix(repair): drill explosion to natural group + apply mission rotation
- ExplodedModel.createParts now descends recursively through single mesh-bearing wrapper nodes (e.g. Scene > Moto > Eclatement) until reaching a node with multiple mesh-bearing children. Previously the first wrapper was used as root, so models with extra Empty/group parents fell back to flat leaf meshes lerping in local space. - Add optional modelRotation field on RepairMissionConfig so fragmented + repairing models can match the world-space rotation of the source inspection model (parked Ebike). - Ebike mission now uses EBIKE_WORLD_ROTATION_Y/EBIKE_WORLD_SCALE directly so the fragmented bike lines up with the parked bike.
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@@ -143,6 +143,7 @@ export function RepairGame({
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{step === "fragmented" ? (
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<ExplodableModel
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modelPath={config.modelPath}
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rotation={config.modelRotation ?? [0, 0, 0]}
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scale={config.modelScale ?? 1}
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split
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/>
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@@ -160,6 +161,7 @@ export function RepairGame({
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<>
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<ExplodableModel
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modelPath={config.modelPath}
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rotation={config.modelRotation ?? [0, 0, 0]}
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scale={config.modelScale ?? 1}
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split
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hideNodeNames={brokenNodeNames}
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