MarianG

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MarianG last won the day on January 3

MarianG had the most liked content!

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About MarianG

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    Advanced Member

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    https://www.smarteam3d.com/
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    marian.gaje

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    Male
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    Baia Mare, RO

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  1. Hi @dogyear. Welcome I don't know if you can directly export your mesh with displacement map . Hope somebody with more experience with this can help. But I think I know why it doesn't work to add displacement after import, few months ago I had same problem. Please take a look at this topic To apply displacement map on a mesh, this should have positions, normals and UVs.
  2. MarianG

    SPS Optimization : Feedback Wanted

    i7-4720HQ / Windows 10 10k Chrome 43-44fps / 57-60fps Firefox 54-55fps / 49-52fps 40k Chrome 11-12fps / 17-19fps Firefox 15-16fps/ 13-15fps MediaTek Helio X20 / Android 6 Chrome and Firefox - not visible difference 2k 35-45fps / 39-50fps I noticed that on mobile sps slow down every second aprox, for few miliseconds, here fps go down, after that go normal fps is higher.
  3. MarianG

    Drop mesh picked from imported .babylon file

    Related to save, take a look at this http://doc.babylonjs.com/api/classes/babylon.sceneserializer. http://doc.babylonjs.com/resources/save_babylon You can save the entire scene or a specific mesh.
  4. MarianG

    Drop mesh picked from imported .babylon file

    Hey @ramkrishna. I just checked, and yes, it seems, with CreateDefaultCameraorLight at the begining, it works.
  5. MarianG

    Drop mesh picked from imported .babylon file

    Auch, I don't know. Try to put createDefultCameraorLight outside of importMesh function. I'll check in few hours.
  6. MarianG

    Calculate interior mesh volume?

    Hihihi 💪 https://playground.babylonjs.com/#J71TH6#20. I think this was. Yes, if the mesh is not a convex shape, or its pivot is wrong positioned this won't work. https://playground.babylonjs.com/#J71TH6#21 But in most of our cases it should work. Thanks for support, you was great as usually. PS: If you have suggestions to improve it, you're welcome
  7. MarianG

    Calculate interior mesh volume?

    Oh @Sebavan I'm not sure I understood . I'll give a try. @JohnK, smart solution. Yes, it's expensive, but I'll take a look at csg source, as you said, maybe I can use something from there. Thank you for hint.
  8. MarianG

    Calculate interior mesh volume?

    Hey. Great idea @Sebavan. Thank you. I managed it to work in some way, maybe not the best, but it's almost what i need https://playground.babylonjs.com/#J71TH6#14 https://playground.babylonjs.com/#J71TH6#15 Only one thing left 😀 I got mesh surface, but I want if it's possible to fill mesh interior too. As example here https://playground.babylonjs.com/#J71TH6#16 boxes which intersect the surface has outline but inside not (expected) and I would like to be able to make them too.
  9. MarianG

    Calculate interior mesh volume?

    I figure it out, but it's not a good solution For this rectangle is working because boundingbox is the same like mesh, but for a custom doesn't work https://playground.babylonjs.com/#J71TH6#3 https://playground.babylonjs.com/#J71TH6#4
  10. MarianG

    Calculate interior mesh volume?

    Hi. It's me again, with something new. https://playground.babylonjs.com/#J71TH6#1 I think this will be expensive for bigger meshes, but what I'm trying to archieve is to create a 3d matrix of boxes and check if 'intersect' the mesh or not. But this tell me that the box intersect the mesh even if the box is inside mesh, and I want if it's posible to tell me that it intersect the mesh only if it intersect a face of mesh, not when it's inside and doesn't intersect the mesh geometry It seems with intersectPoint doesn't work. Any ideas?
  11. MarianG

    Calculate interior mesh volume?

    Hi. Thank you for sugestion, and for fix this. I'll give a try and I'll update you!
  12. MarianG

    Drop mesh picked from imported .babylon file

    Hey, sory for late. 1. The ground is used only for moveing. See getGroundPosition functions from here http://playground.babylonjs.com/#UZ23UH#0 Because of this ground the objects move only on x and z axis. Now if you take a look at your playground, it doesn't use ground, (you build it but never use), so the objects can move in all the axis, but a little bit random. And the short answer is yes. You can remove it. http://playground.babylonjs.com/#060K58#2 The scene will still work. Or you can use ground from your scene. like here http://playground.babylonjs.com/#060K58#3. 2. More about how to set camera in scene, how to limit its moves and more, you'll find here: http://doc.babylonjs.com/babylon101/cameras.
  13. MarianG

    Calculate interior mesh volume?

    So, I suppose I will come back to my first thought for the moment :)) I'll see, maybe we can put the user to define an area inside of mesh or something like this.
  14. MarianG

    Drop mesh picked from imported .babylon file

    Hi @ramkrishna. Welcome on board. Here is your playground: http://playground.babylonjs.com/#060K58 And here is a quick fix: http://playground.babylonjs.com/#060K58#1 The problem was line 43 and 51 where your variable camera is undefined. Use scene.activeCamera instead. ps: Take a look at https://doc.babylonjs.com/how_to/meshbehavior. https://www.babylonjs-playground.com/#9UFEBE may it help you.
  15. Hello! As the title say. I want to know if i can find in some way how much space has one mesh inside. My first thought was: "It's impossible" The second one was, ok, maybe it's not posibile, but I should try something and ask maybe someone has a better idea. My idea is to calculate this like bounding box, just that bounding box is the smallest box which inculde a specific mesh, my bounding box will be the biggest box included in a specific mesh. Therefore i took a look at http://doc.babylonjs.com/how_to/how_to_use_facetdata#mesh-partitioning which seems to be broke I created a playground for this. Till now only with this partitioning function. Any ideas or links for research are welcome!