fix: [fire-shutter] 벽체 기둥-인방 겹침(z-fighting) 해결
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@@ -1500,24 +1500,25 @@ function fs3dBuild() {
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const wallMat = new THREE.MeshStandardMaterial({ color: wallColor, transparent: true, opacity: wl.opacity / 100, side: THREE.DoubleSide });
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meshes.wall = new THREE.Group();
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// 좌/우 기둥 (하나의 통 박스)
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// 좌/우 기둥 (바닥~셔터박스 윗면까지, 인방과 겹치지 않게)
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const colH = H + b.height; // 기둥 높이: 인방 아래까지
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if (wl.wing > 0) {
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const colGeo = new THREE.BoxGeometry(wl.wing, wallH, wl.thick);
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const colGeo = new THREE.BoxGeometry(wl.wing, colH, wl.thick);
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const leftCol = new THREE.Mesh(colGeo, wallMat);
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leftCol.position.set(-W1 / 2 - wl.wing / 2, wallH / 2, 0);
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leftCol.position.set(-W1 / 2 - wl.wing / 2, colH / 2, 0);
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meshes.wall.add(leftCol);
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const rightCol = new THREE.Mesh(colGeo.clone(), wallMat);
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rightCol.position.set(W1 / 2 + wl.wing / 2, wallH / 2, 0);
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rightCol.position.set(W1 / 2 + wl.wing / 2, colH / 2, 0);
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meshes.wall.add(rightCol);
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}
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// 상부 인방 (셔터박스 윗면부터 위로만)
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// 상부 인방 (셔터박스 윗면~topMargin, 기둥 포함 전체 폭)
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if (wl.topMargin > 0) {
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const totalW = W1 + wl.wing * 2;
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const lintelGeo = new THREE.BoxGeometry(totalW, wl.topMargin, wl.thick);
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const lintel = new THREE.Mesh(lintelGeo, wallMat);
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lintel.position.set(0, H + b.height + wl.topMargin / 2, 0);
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lintel.position.set(0, colH + wl.topMargin / 2, 0);
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meshes.wall.add(lintel);
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}
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