JohnK

Members
  • Content Count

    1400
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by JohnK

  1. Hi @WhoAteDaCake well done for finding the answer. Please note that for future questions I suggest you join the new forum. As more and more people have already changed you might find that getting an answer on this one takes longer and longer☺
  2. JohnK

    New forum

    A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will 🍃.
  3. Hi @cstfan and welcome to the forum from me. Have a look at this https://doc.babylonjs.com/how_to/multi_scenes and see if it helps. Also instead of loading /unloading you could do as in this post
  4. ScollViewer now enhanced by DK. Docs updated.
  5. Hi @gamedev44 and welcome to the forum. Have you seen this https://doc.babylonjs.com/how_to/customizing_camera_inputs in the docs? hi
  6. Nor do I ! Well done to @Deltakosh for doing what was wanted but other than two different colors where would you use it?
  7. Sorry I still do not understand need to wait until someone more skilled or experienced comes along.
  8. In this PG https://www.babylonjs-playground.com/#MXCRPS#4 there are two different scenes in two different viewports. If you need to share some meshes with different properties in each scene there is still plenty of work to do. Not entirely clear about your use case. Multi-scenes documentation
  9. Unfortunately https://rawgit.com/ is now closed. Existing RawGit links will remain until October 2019. Need to find easy to use alternatives.
  10. Have found where the changes are necessary and have done a PR for the docs. PG now example of a spray emitter https://www.babylonjs-playground.com/#V07WF8#10 Built in shape emitters https://doc.babylonjs.com/babylon101/particles#shape-emitters
  11. Apparently a createCylinderEmitter - https://doc.babylonjs.com/babylon101/particles#cylinder-emitter - has since been added to BJS itself so none of the added code is needed https://www.babylonjs-playground.com/#V07WF8#6 So really we need a new example to show how to create your own emitter.
  12. JohnK

    Wikipedia

    Back up and running again. Hope everything legit this time!
  13. Sorry don't know the reason why. Just following @Deltakosh's advice http://www.html5gamedevs.com/search/?&q=setenabled&type=forums_topic&author=Deltakosh&nodes=28&search_and_or=or&sortby=relevancy
  14. 1. (a) Because there is a black ceiling (black because (i) no material applied to ceiling, (ii) light does not reach ceiling) Ceiling constructed on line 848 in this PG#9 and PG#21 but 849 in this PG https://www.babylonjs-playground.com/#1Z71FW#22 with added color and light 1. (b) If you remove the ceiling (comment out line 848) then you can see the inner roof provided you set its backFaceCulling to false as in https://www.babylonjs-playground.com/#1Z71FW#21 2? Floor already there? 3. as Sebavan says it is down to the uv setup which currently uses a texture map of two images for the exterior walls and interior walls see line (816 or 817) and uv values calculated so that the textures appear at the same scale on each wall. By using more images in the texture map it would be possible to apply different areas of the image to different walls. An alternative would be to build the interior walls as separate and individual polygon meshes kept together by a mutual parent and each with its own material. You could do something similar with the exterior walls and then you could have different textures on different exterior walls. More on uvs at https://doc.babylonjs.com/how_to/custom#texture
  15. You can use mesh.setEnabled(false) and mesh.setEnabled(true) instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.
  16. Create your image only buttons in a loop and, except the first one, set their isVisible button to false. When rotating through images set the one showing as isVisible = false and the one to show to isVisible = true. However I must say that to do it as your cliant wants I would just use standard HTML, pre-load the images and use the visibility property in the same way WebGL and Babylon.js seems like overkill.
  17. JustYou know the network of room connections. For example A to B, B to C|D, C to E, D to F, E to F so you can work out the shortest path from room to room. When you are in a room A at point P and you want to get to room E then you need to get to the correct door (A1) of A that will lead to room E eventually. In room A your path is from P to door A1 avoiding obstacles. From door A1 you need to pass through room B to door B1 avoiding obstacles in room B and so on. There are two distinct stages, you need to know how to move within any room and avoid obstacles plus know the sequence of rooms to visit to get from start room to end room. Does the above give a description of what you want to do?
  18. I have many questions. To start with 1. Have you designed and created the apartment? Or 2. Are you importing an apartment somebody else created? 3. Are the obstacles in a fixed position? 4. When at point A in the apartment do you know where the obstacles are?
  19. Hi @servusdei and welcome to the forum. If you want to check whether the plane colldes with any mesh you need to do plane.intersectsMesh(mesh) for all meshes in the scene. The array scene.meshes holds all the meshes in the scene.
  20. Please note addWindow will soon be changed to addControl so it matches other controls Done
  21. Will look at that as well. Maybe a week or so before done.
  22. This is a dirty way of doing it https://www.babylonjs-playground.com/#3EF49E#1 will have to do more studying to add "wheel" code into the source code as observables and events are one of my many weak points. Note that for both sliders the range is 0 to 100 from which the amount to scroll the viewer window is then calculated. You can guess the name of the horizontal bar 🙂😎🙂
  23. No as I never use wheel didn't think of it. Could try onpointerover perhaps.
  24. You will need to find out more about the data structure of a mesh from https://doc.babylonjs.com/how_to/custom https://doc.babylonjs.com/how_to/updating_vertices