Xav

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  1. I continued my research and I also found this post which helps to understand the function: On the other side I haven't found information to adapt the uv according to the new position of vertices? var uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs); What is the relationship between a vertex position vector3 and a UV position vector2 ? Thanks
  2. Thanks You ! It's cood: https://playground.babylonjs.com/#3CZLNK#5
  3. Ok it's good https://playground.babylonjs.com/#3CZLNK#3 I changed my loop for (var i=0 ; i < nbrVertices ; i+=3){ with: for (var i=0 ; i < nbrVertices ; i++){
  4. Hi Arte Cool I think I must not be good in my code because group returns only 7 differents positions while we should have 8 ? https://playground.babylonjs.com/#3CZLNK#2
  5. Create an array with vertices that are the same coordinated in the same index for example myCubeVertices = [[all vertices with same coordinates xyz], [all vertices with same coordinates xyz], ...] ? Does this seem to me easier to visualize and manipulate?
  6. thank you Jerome I'm ok with you all 24 vertices match with nbrVertices = cube.getTotalVertices (); I follow you well on the 6 face with 4 vertices per face. There are then 6 vertices of each face that have the same coordinates. What I would like to do is group them ... like this
  7. Hi !, I'm looking at how vertices work so that I can work with and transform my mesh later. For that I started with a simple box to find the order and give a number on the vertices group. Can someone explain to me why numbers 3 and 7 are in the same place? https://playground.babylonjs.com/#3CZLNK Thank you !
  8. Hello, You'll need mesh.boundingBox.isPickable = false, but I do not think it's available. You can cheat by folding a box set it in wireframe and you can deactivate the property box.isPickable = false? I do not know if that can help you? Good luck in your search.
  9. Hi ! I think I have fixed the problem: Ligne 52 with this condition if (EndAlpha - StartAlpha > Math.PI){ EndAlpha = EndAlpha - (Math.PI*2); } http://www.babylonjs-playground.com/#XCGI1K#11 Thank you for putting me on the right path
  10. Thank you for your time. I will take the time to look at this to find the solution. Good luck and thank you again
  11. Hello Wingnut thank you for your help. I simplified the playground: http://www.babylonjs-playground.com/#XCGI1K#7 There are now only two cubes. A blue and a yellow. When we click on everything works (until everything is fine;). The problem is that after several clicks in transition the camera makes a complete turn on itself? The problem would not it that the camera returns an angle of 6.2831853072 rad for 360 ° at a time whereas finally one does only half turn of 3.1415926536 rad for 180 °? Is there not a tool to normalize the angle of rotation so that it takes the shortest path rather than making a complete turn? I hope to be clear enough in my explanation because you have to click several times to see the bug and the camera that runs a lot too. Thank you.
  12. Hi! I'm having a problem with my camera alignment on the alpha axis. I would like that when I click on a box my camera is aligned in the axis. It works on small variation of rotation but if I pass on rotations higher than about 180 ° on my dome my camera makes a complete turn on itself and aligns itself. Would anyone have a solution to fix the problem. I probably do not use the good method I put you a playground with my code used: http://www.babylonjs-playground.com/#XCGI1K Thank you!
  13. Ambiani Projet

    Thanks ! It should be done by the end of the year. The link will squeeze the same you can highlight it with great pleasure .
  14. Ambiani Projet

    Hello, After 1 year of work the project is visible. For the full Gallic coins of the Alfred Danicourt Museum in 3d (400 models). You can consult the site on http://www.ambiani.fr/ (an English version to come ...) You will also find an application to hit your own coin online (http://www.ambiani.fr/le-petit-atelier-du-statere-gaulois/) All this possible with the great 3d engine BABYLON.js !!! Thanks to you for your wonderful engine.
  15. Update shape with heightmap

    Hello, I found time to explore this idea a bit more. Sorry but I can not get the script to export a mesh to .obj extension for the playground. This works perfectly on my local machine. https://www.babylonjs-playground.com/#P9UZG#14 My question is how to save everything in a file mesh.obj and mesh.mtl? If possible locally at the moment. If anyone has an idea or a track to do that. Thank you