darcome

Members
  • Content Count

    87
  • Joined

  • Last visited

  1. Hello everyone, I don't know if you know about it, but maybe you could take inspiration from this library: Kind Regards https://github.com/google/draco Description Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics. Draco was designed and built for compression efficiency and speed. The code supports compressing points, connectivity information, texture coordinates, color information, normals, and any other generic attributes associated with geometry. With Draco, applications using 3D graphics can be significantly smaller without compromising visual fidelity. For users, this means apps can now be downloaded faster, 3D graphics in the browser can load quicker, and VR and AR scenes can now be transmitted with a fraction of the bandwidth and rendered quickly. Draco is released as C++ source code that can be used to compress 3D graphics as well as C++ and Javascript decoders for the encoded data.
  2. Hello Deltakosh, I tried these PGs http://www.babylonjs-playground.com/#7WKBJ and http://www.babylonjs-playground.com/#DZTQH but when viewed with a phone, I obtain the same result, despite of the different setTarget... What am I doing wrong? Thanks in advance for your help
  3. Good! I hope to see documentation as soon as possie, because I'm eager to try this new input method
  4. Sorry to bother you.... but I have some questions: 1) Is it avalaible in 2.3 or in 2.4 alpha? 2) Where I can find some documentation? 3) If I remove the vr camera, what camera remains active? 4) or I have to add two cameras... a FreeCamera and a VrOrientationDeviceFreeCamera, so when i remove the vr camera, the free camera takes its place? 5) In any case... When I remove the vr camera and move the freecamera.... when I reactivate the vr camera, it takes the current position as its starting position or it moves the camera using global device orientation? What I mean is... let's suppose the user is facing down with the phone.... I remove the vr and move the camera up by 180°, then i reactivate vr... the phone is still facing down... what will happen to the camera? Will it continue to face up, so if I rotate the phone up by 90° the new camera orientation will be 180° + 90° or it will "reset" to facing down + 90° up movement? I hope I've been clear it's not easy to explain in english.... eheheh As usual, thanks in advance for the answers! Thanks in advance for your answers!
  5. I admit I haven't tried it yet, but what I am looking for is the following: Imagine this use case: A virtual tour of a museum... the camera moves automatically through the corridors and the user can look around moving the phone... At a certain moment the camera stops because it is in front of a painting and an mp3 starts with the description of the painting. But the painting is facing RIGHT while the user is facing LEFT. What I want is to stop the movement of the camera from phone input, and move it to the RIGHT automatically. After that I want to reactivate the phone movements but limit them so the user will always face the painting. After the mp3 has finished, the tour restarts, so the camera will move automatically and the user will be able to look around moving the phone... after a while, another painting is coming and so on.... How can I accomplish it? I think this would be useful for all sorts of virtual tours... Thanks in advance for your help
  6. hello deltakosh! Here they are: http://www.babylonjs-playground.com/#2HNDXP and http://www.babylonjs-playground.com/#SISOS They are the same except for the camera and in the second I added a cube to be sure on the phone i was loading a different PG But when i load in to the phone, the position of the camera is the same Thanks in advance for your help
  7. Hello everyone, How do i set the initial lookat or direction or I don't know how to call it of the VRDeviceOrientationFreeCamera? Here are 2 examples: http://www.ildema.com/vrdemo/vr.html and http://www.ildema.com/vrdemo/vr2.html the only thing that changes between the two links is this.camera.setTarget (new BABYLON.Vector3 (-6.7, 1.2, -1.3)); in vr.html and this.camera.setTarget (BABYLON.Vector3.Zero ()); in vr2.html but when I load them in my iphone the camera points always in the same direction Can you tell me what is the right code to use? Thanks in advance
  8. Hello everyone, if I choose example number 5 (the Camera example) and then press "Run" I receive the following error: "e is undefined"
  9. Well, I made a mistake... here is the correct code, but I don't know if it is optimal: mesh.rotate (BABYLON.Axis.X, Math.PI / 2, BABYLON.Space.LOCAL);mesh.rotate (BABYLON.Axis.Y, Math.PI / 4, BABYLON.Space.LOCAL); var m = that.carBox.computeWorldMatrix (true); mesh.rotate (BABYLON.Axis.Y, -(Math.PI / 4), BABYLON.Space.LOCAL);mesh.rotate (BABYLON.Axis.X, -(Math.PI / 2), BABYLON.Space.LOCAL);mesh.bakeTransformIntoVertices (m);
  10. Just to be sure I'm doing the right thing: for example: mesh.rotate (BABYLON.Axis.X, Math.PI / 2, BABYLON.Space.LOCAL);mesh.rotate (BABYLON.Axis.Y, Math.PI / 4, BABYLON.Space.LOCAL); mesh.bakeTransformIntoVertices (mesh.getWorldMatrix (true));I tried it and the results are what I expect, but you never know... better have an answer from the master
  11. Thank you to you for your continuoos efforts to make this engine the best!!!
  12. Yeah, that is definitely what I need! And alone I would never be able to find that solution!!! So, RaananW, thank you very much Do you think there could be a faster solution? Do you think it could be useful to create a function to add to BabylonJS? Something like Mesh.resetAxis ()?
  13. Let's see if this can help: http://www.babylonjs-playground.com/#MHZVZ in this PG I've created a cylinder, but I didn't like the way it is created, because I wanted the longest part lying on the ground, so I made some rotations to achieve it. After, I created a torus, that I want as a children of the box. Well, if I do it, the rotations applied to the box are applied to the torus... So, I'd like to know if there is a way to reset the rotations of the box but keeping it on the ground, because that way the torus too would be lying on the ground I know that there may be other ways to do it, but this is just an example of what I mean Thank you in advance for your precious help