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  1. 360 videos

  2. 360 videos

    @Deltakosh I am using the bjs 3.2-alpha7 npm package. I can't find the def for BABYLON.VideoDome. Where can I find it ? Thank you.
  3. Reading controller's touchpad value

    @Deltakosh @trevordev Sorry this is a false alarm, The onTouchpadValuesChangedObservable is actually working, it's returning value between -1.0 to 1.0 for the x and y and I was formatting the value incorrectly (truncated to zero). Here is the updated playground: http://playground.babylonjs.com/#M5XR49#14 However, the onTouchpadButtonStateChangedObservable is still returning zero for the value btw. Is this actually expected ?
  4. Hello babylonjs experts, Here is the modified VLS sample with vr mode added: https://www.babylonjs-playground.com/#6ZRJP9 If you view the scene from vr headset, the light coming from the babylonjs logo (inside the cage) does not appear. I also tried the other VLS sample from inside vr and gotten the same results: no light generated. I am using pretty decent pc: 4-core i7, nvidia 1070 with 64GB memory. Acer windows mixed reality headset.
  5. @dsman which call/api did you use to set the refresh rate to 1 ?
  6. Reading controller's touchpad value

    Here is my playground for this issue: http://playground.babylonjs.com/#M5XR49#6 You will get the callback if you hit the winmr controller's touchpad (big round button) but alas the reported values (x, y, values etc) are always the same: zeroes.
  7. Reading controller's touchpad value

    @brianzinn well I am using the winmr controller (made by Dell). I believe all controllers in winmr behave the same way. I do still need to hit F12 to see the console output while wearing the vr headset, yeah I had to kind of peek at the console. If you have better debug console for VR mode, please let me know. I just tried the onTrackpadValuesChangedObservable per your suggestion, the behavior is the same: always getting x=0 and y=0 regardless of how I pressed the button. The babylonjs doc does mention that that api is only an alias to the onTouchpadValuesChangedObservable, so I guess this is why. From http://doc.babylonjs.com/how_to/webvr_camera: .... Touchpad axis - axis values. Mapped to onTouchpadValuesChangedObservable and onTrackpadValuesChangedObservable (aliases).
  8. Hello, I am using the WinMR controllers, and basically trying to read input of the touchpad (big round button) I am intending for the user to hit either top, bottom, left or right part of the button, basically for navigation purpose. Here are the test codes that I wrote: controller.onTouchpadButtonStateChangedObservable.add((gamepadButton: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { console.log('pressed=%s, value=%d', gamepadButton.pressed, gamepadButton.value); }); controller.onTouchpadValuesChangedObservable.add((stickValue: BABYLON.StickValues, eventState: BABYLON.EventState) => { console.log('x=%d, y=%d', stickValue.x, stickValue.y); }); I tried both observables just to see which one is the useful one. Although I am getting the callback, unfortunately the value gamepadButton.value and stickValue x and y are always 0, regardless which part of the button is pressed. I suppose we should be to distinguish which part (the top/bottom/left/right) of the button is being pressed, right ? Please help! thank you.
  9. @Deltakosh thanks.
  10. How to determine if a mesh is wall or plane

    @SvenFrankson hey, this is pretty nifty codes you wrote! thanks! I will look into deeper later today. Regarding the hololens, well the hololens hardware has the ability to build the mapping info of your surrounding. It's still up to your app to add the wall/floor semantics. The hololens academy virtual class has codes that do this. I will try to dig this, I believe it's not that rocket science. But first, I'll examine your sample codes. Thanks again!
  11. @JCPalmer thanks for the reply! The specific scenario for my use case is for webvr app, but I believe what you mentioned above also applies. Too much details would also impact the rendering performance inside the vr headset, so I guess a good balance is needed. This is what I noticed: scene which may be rendered just fine in the browser may not be so inside the vr headset. The refresh rate seems to be drop inside the headset. Moving your head quickly side by side is usually a good test if the rendering if ok or not. If not you will see the lag which results in momentary black screen consistently. The decimal precision you mentioned is a good point, I will look into it. Well since you said that there is at least one limitation of the .gltf format, I guess it's best to save your work in the native format aka .babylonjs. This assumes there is no graphics quality diff between the two when loaded into the scene (using scene loader).
  12. How to determine if a mesh is wall or plane

    @Arte @Wingnut thanks for the replies! Well the purpose is to analyze the spatial info of any gltf or 3d model written by others not necessarily to yourself. Thus decorating the mesh with specific name or Metadata won't work here. I suppose you can do this type of analysis by checking the mesh geometry or pos/rot or some other math properties. I remember one of the sample codes for hololens is doing just like this. Except here you want to do it for a virtual model.
  13. The 3d max exporter plugin supports several format including the .babylonjs and .gltf. If the speed and quality of rending is of most importance, which format is recommended ?
  14. Hello all, I have a basic question: I want to determine if a given mesh has the structure of a plane/ground, or wall, or neither one. This will be used basically for spatial understanding of a scene. Are there already functions in babylonjs that can do this ? Thank you.