Michuspo

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  1. Hi, Is there a way I can detect when a new mesh is added to scene? Why? For example, I need to do a ground plane to project the shadows. Any time a new mesh is added, I need to compute the position. 🙂 Does it make sense? Thanks, Michuspo
  2. @Deltakosh sorry for the question. When you said: next commit, it means it is ready in current master, or I must wait to the next release? Thanks
  3. Nice! How I can use it? Do I must do a build? thanks!
  4. Yesss!! That's it!!! It is amazing!! 🙂 Thanks
  5. Let me add some snapshots, from any point of view is a circle! My problem is I can not keep the same radius as you do! 🙂 Thanks,
  6. Hi NasiamiAsl, Thanks for your quick answer! It is great! Do you think is possible the point always will be oriented to the camera, in other words, always you see a Circle? Thanks,
  7. Hi, I'm trying to create a 2D point (or circle) on a mesh, but I need it will be the same size (maybe in pixel). Do you know how to do it? Now, I'm trying to create and sphere and use fragment shader for the color, but as you can see, the 2D Point changes depending of the camera position. Any idea? Thanks,
  8. Deltakosh, I thought it was necessary to build the project before to use them! For that reason, I asked how I can use them! Thanks again!
  9. Hi Deltakosh, Thanks for adding the observables! Is there a way to use them? Thanks,
  10. Hi, I'm trying to detect when a Camera (ArcRotateCamera) is changing. Is there any event like OnChange,...? I was trying to find it in the documentation without success. Thanks,
  11. Hi guys! Camera issue is fixed! Camera was out of scope! Thanks!
  12. Hi, Sorry, I'm still working on that without success! I have a code that it is running in the playground: https://playground.babylonjs.com/#GWK0TQ#8 I'm trying to have the same in my Angular project. I have two problems: 1) Camera.Alpha: light.position.x = Math.cos(this._camera.alpha + radiansFromCameraForShadows) * 10 2) BABYLON.GridMaterial var grid = new BABYLON.GridMaterial("grid", this._scene); What BJS version is running the playground? I was checking my installation and everything looks ok. Even, in the case of camera.alpha, I was checking the ts file, and it is there: declare module BABYLON { class ArcRotateCamera extends TargetCamera { alpha: number; beta: number; radius: number; Thanks for your help!
  13. Thanks for your answers. Basically the problem is CAD industry uses Z up, it means that all models, and all devices like 3d scanners. Maybe, I can apply a transformation, but for example, if I need to analyze a coordenate, section, ... I need to switch back the results too. For that reason, I think is easier to use Z+ positive. Thanks,
  14. Thanks Brianzinn for your answer. Yes, I'm using alpha in ArcRotateCamera, but it happens me with Materials too: //Creation of a mirror material var mirrorMaterial = new BABYLON.StandardMaterial("texture4", this._scene); mirrorMaterial.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4); mirrorMaterial.reflectionTexture = new BABYLON.MirrorTexture("mirror", 512, this._scene, true); //Create a mirror texture mirrorMaterial.reflectionTexture.mirrorPlane = new BABYLON.Plane(0, -1.0, 0, -10.0); Property 'mirrorPlane' does not exist on type 'BaseTexture' Another example: //Wall var wall = BABYLON.Mesh.CreatePlane("wall", 20.0, this._scene); wall.material = new BABYLON.StandardMaterial("wallMat", this._scene); wall.material.emissiveColor = new BABYLON.Color3(0.5, 1, 0.5); Property 'emissiveColor' does not exist on type 'Material'. Any idea about can be the problem? Thanks,
  15. Hi, I'm using BabylonJS in an Angular project. I used NPM and I have installed 3.0.7: "babylonjs": "^3.0.7", I think the definition file is uncompleted, because a lot of properties are not available, like: camera.alpha But it happens in others properties, in materials, ..... Inside my node_module folder: What do you think can be the problem? Thanks!