trevordev

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trevordev last won the day on March 27

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  1. trevordev

    Exiting VR can result in messed up view

    @RabidDawg Yep, this is a bug and is tracked here: https://github.com/BabylonJS/Babylon.js/issues/4852, PR with the fix is here: https://github.com/BabylonJS/Babylon.js/pull/4909.
  2. trevordev

    GizmoManager - usePointerToAttachGizmos

    This is a bug. PR for the fix is here: https://github.com/BabylonJS/Babylon.js/pull/4895 . Thanks for catching this
  3. trevordev

    Gizmo bug

    Good ideas, I made a field named scaleRatio public in the gizmo class, bumped up the thickness and boosted the hover color effect. (https://github.com/BabylonJS/Babylon.js/pull/4890) PG: http://playground.babylonjs.com#8MGKWK#25 Thanks
  4. trevordev

    Gizmo bug

    Cool, PR (https://github.com/BabylonJS/Babylon.js/pull/4871), there was a bug in the advancedTexture class when blocking pointer events. I also noticed in the playground there is a lot of disposing happening on every click, you can hide the gizmoManager by setting attached mesh to null to avoid having to worry about keeping its state between dispose/recreation. See http://localhost:1338/Playground/index-local.html#8GY6J8#106 after the PR is merged. Thanks!
  5. trevordev

    Gizmo bug

    Thanks for catching these , I missed some local/global logic in these cases (all gltf files are imported with a -1 scale transform node at the root) and had a refactoring error for that dispose issue. These should be fixed by this PR: https://github.com/BabylonJS/Babylon.js/pull/4868. Sorry for the delay on the fix. Let me know if you are still seeing issues or find anything else. Also as a side note, I'm not sure if your main code is like the playground but you can see how loading that factory gltf causes multiple meshes that can be clicked/interacted with that are children. If that is not what you were expecting you could try using the MakeNotPickableAndWrapInBoundingBox function see: http://playground.babylonjs.com/#8GY6J8#94
  6. trevordev

    Sample code for features in babylonEditor

    Added the equal scaling gizmo to function similarly to the BabylonJS-EditControl Dad72 mentioned. @Ravi Does this now work as desired? http://playground.babylonjs.com/#8MGKWK#16
  7. trevordev

    DefaultRenderingPipeline remove camera in list

    @devAxeon Yep, this looks like a bug, thanks for finding this and providing a fix, Ill try to get a PR out with your fix and make sure nothing else is effected by this by sunday. See: https://github.com/BabylonJS/Babylon.js/issues/4844
  8. trevordev

    Sample code for features in babylonEditor

    Thanks @Dad72 and @Ravi for the feedback sorry for the delayed response (I was out for a week+), Snapping: this is possible today via var gizmoManager = new BABYLON.GizmoManager(scene) gizmoManager.positionGizmoEnabled=true; gizmoManager.gizmos.positionGizmo.xGizmo.snapDistance = 0.3 gizmoManager.gizmos.positionGizmo.yGizmo.snapDistance = 0.3 gizmoManager.gizmos.positionGizmo.zGizmo.snapDistance = 0.3 but I will add a helper method for this gizmoManager.gizmos.positionGizmo.snapDistance = 0.3; Possibilities to define euler: In Babylon, I believe it is recommended to always use Quaternions instead of euler angles. If you wish to continue using euler angles you can always use the methods to convert Quaternions to euler and vice verca. BABYLON.Quaternion.RotationYawPitchRollToRef quaternionObj.toEulerAnglesToRef Add layerMask to the gizmo: One of the goals when creating the gizmos was to avoid modifying the existing scene. To avoid this it uses the UtilityLayerRenderer which creates another scene that is overlayed on top of the original. Because of this, unfortunately, I don't believe the layer mask would have any effect. What you could do to work around this is to use another UtilityLayerRenderer for the minimap and place on the minimap contents in the UtilityLayerRenderer's scene. Triangular equal scaling gizmo: @ravi Sure I will take a stab at creating a new gizmo type for this. https://github.com/BabylonJS/Babylon.js/issues/4844 Hopefully these resolutions are acceptable.
  9. trevordev

    Sample code for features in babylonEditor

    @Ravi Sure, I can try to do that, would a flag on the rotation gizmo such as lockScale that when set to true and dragging occurs scales the mesh equally or are you looking for another gizmo type like the triangle in your video?
  10. trevordev

    Sample code for features in babylonEditor

    @Dad72 Thanks for the feedback. I updated the default gizmo look to have thin lines like the visuals you provided. (See gizmo playground once this PR is merged, @Varsha Kamble let me know if this still doesn't suit your liking.) As for code, the gizmo manager is aimed to be very similar to that library, but provide additional support for things like bounding box gizmo, customization and webVR support. Is there anything in the following that should be changed? // Init manipulator, by default any mesh you click on will get attached var gizmoManager = new BABYLON.GizmoManager(scene); // To avoid automatic pointer attaching and manually attach/detach gizmoManager.usePointerToAttachGizmos = false; gizmoManager.attachToMesh(mesh); // attach gizmoManager.attachToMesh(null); // detach // Enable/disable gizmos, all gizmos are on their own layer and will not modify the existing scene (eg. scene.meshes) gizmoManager.positionGizmoEnabled = true; // By default gizmo's will be rotated to the world but to have gizmos rotate in local space set the following gizmoManager.gizmos.positionGizmo.updateGizmoRotationToMatchAttachedMesh = true; // Comes with bounding box gizmo if needed and supports webVR gizmoManager.boundingBoxGizmoEnabled = true; // Dispose gizmoManager.dispose();
  11. trevordev

    Sample code for features in babylonEditor

    @Dad72 Can you expand on more common´╗┐ design and its less complicated to set up or use? For common design are you talking about the appearance? For complications setting it up. the gizmo manager (https://www.babylonjs-playground.com/#4TBMBR) aims to help make it less complicated to use, is there something it does/doesn't do that can be improved? Thanks
  12. trevordev

    Sample code for features in babylonEditor

    @Varsha Kamble I see, you would like the default look to be more inline with the editor? I can try to adjust the look to be more inline with the editor (is this design http://playground.babylonjs.com/#7KX2R8#136 ok? It still doesn't have lighting like in the editor but I've been told by other lighting is not an ideal default). If you want to tweak all of this manually you can add your own logic for hover as specified here http://playground.babylonjs.com/#7KX2R8#134, when used with setCustomMesh you can make the appearance of the mesh look however you would like. @brianzinn This can also be done using the custom mesh depending on how you position the custom gizmo relative to the origin http://playground.babylonjs.com/#7KX2R8#135
  13. trevordev

    Sample code for features in babylonEditor

    @Varsha Kamble I created a PR here: https://github.com/BabylonJS/Babylon.js/pull/4755 after this is merged and the next nightly build runs this playground should work http://playground.babylonjs.com#7KX2R8#132 which shows how to customize the gizmos.
  14. trevordev

    Sample code for features in babylonEditor

    @Varsha Kamble Hey sorry for the delay, this is not working at the moment but I'll get a pull request out to support this today.
  15. trevordev

    Absolute User Camera Rotation

    You can try diffing the y rotation of the camera on each frame and adding the diff to a local variable that tracks how far the camera has rotated. See this playground http://playground.babylonjs.com/#UQ5ZS8 it prints how many rotations the camera is currently at every frame.