heavymetalmonk

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  1. heavymetalmonk

    Getting the list of border vertices

    Since we're talking about irregular polygons, Convex Hull Algorithms might give issues, since they might leave out certain vertices that are towards the center. I think Concave Hull Algorithms would work better.
  2. I'm trying to move meshes using on screen buttons shaped like arrows. In the default view, the right arrow pushes the mesh to the right side of the screen and so on. But when the camera is moved, using the arrows is a bit confusing. For example, pressing right moves the mesh to its right, but towards the screen's top edge. I'm using mesh.translate(new BABYLON.Vector3(10, 0, 0), 1, BABYLON.Space.LOCAL); for the translation. So, is it possible to move the local axes with the camera, so that whatever I do with the camera, pressing the right arrow button (on-screen) pushes the mesh towards the right edge of the screen only. Or is there any other way to achieve this?
  3. heavymetalmonk

    Every mesh imported from blender has the same position

    Hi, The issue was in the babylon file exported from blender. In order to address this issue we wrote a script to assign local origins to the individual meshes directly in blender.
  4. heavymetalmonk

    Every mesh imported from blender has the same position

    hi. It still gives the same position for all the meshes. We're using SceneLoader.ImportMesh to load the meshes as a babylon file. We are trying to rotate individual meshes after the import, but the center of rotation is the same for all the meshes and on investigation their positions are also the same.
  5. We are importing several meshes from blender. Even though they're clearly in different places, the mesh.position for all the meshes is the same, console.log(mesh.position); console.log(mesh.getPositionExpressedInLocalSpace(); console.log(mesh.getAbsolutePosition(); var m = new BABYLON.Matrix(); mesh.getWorldMatrix().invertToRef(m); var v = BABYLON.Vector3.TransformCoordinates(mesh.position, m); console.log(v); Above 4 results are same for every mesh. It's as if every mesh has it's own origin and it's position is being calculated with respect to that. What's happening here?