legallon

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  1. Create a stream of particles

    @Sebavan yeah his answer may (and surely will) help me implement what I wanted to implement, but sure thing is that this would be nice to have this feature available ! We can do without, but it would be way simpler with
  2. Create a stream of particles

    That's a lot of stuff to deal with ! Thanks a lot for your time and your precise answers, I will take some time to read this all and to try these functions, I'm pretty sure there's everything here to fulfill all my dreams about particles streams ! (and if not i'll be sure to reply to this topic and to expose you my problems )
  3. Create a stream of particles

    Oh yeah this behaviour is near the one I want to implement , I can easily change the lookAt target to redirect the stream toward any mesh I want and act like a receive point. Thanks for the idea ! Other thing now is to handle some collisions and stop the stream when it reaches the target, and after that it would be just as cool as a real emitter/receiver stream. To answer your question, my need is to create a 3D interface, acting like a "digital twin" to represent a real time factory, so i need streams betweens my machines, thus the stream provided in the PG is definitely ok for me
  4. Create a stream of particles

    Well I probably would if I knew what it was ^^ ! Can you explain me ?
  5. Hi everyone ! I've seen that a particleSystem as an emitter attribute, where the particles come from. However I didn't see anything about a "receiver" attribute, in order not only to emit particles from one point but to really create a stream of particles between 2 points. I know I can kind of simulate that with the direction of the particles, their speed, their lifetime, etc... but the point here is to have a simple way to change emitters and receivers so we can create stream between 2 objects on demand. Is there a way to do so ? Big thanks !
  6. How do you unregister an action ?

    @Deltakosh it may be a trivial question but how do you remove actions in actionManager.actions ? I tried a loop but I don't know which function I should call to remove the action
  7. Merge some merged meshes

    " TypeError: Cannot read property 'copyFrom' of undefined at Mesh.TransformNode.computeWorldMatrix (babylon.max.js:13723) at new Mesh.MergeMeshes (babylon.max.js:26038)" it happens when I try to do another merge, the first one is always a success but then it fails. It may come from my way of handling selected meshes ( which is possibly bad)
  8. Merge some merged meshes

    Oh, so the error isn't linked with the merge of merged. This is the error message raised : "TypeError: Cannot read property 'copyFrom' of undefined at r.i.computeWorldMatrix (babylon.custom.js:8) at new r.MergeMeshes (babylon.custom.js:15)" Actually I've spent nearly an hour trying to create a playground matching my problem and the result I want to have, but I failed ( the fact is that my code is based on a lot of buttons aiming to create meshes, select them and merge them, and without using GUI I don't think that I can have buttons on the PG ). I can join a .rar of my files (just a 500 lines js and few lines css and html), I don't know if you can do something with that, if you don't that's np I will find it by myself . Thanks again for your time test.rar
  9. Hi everyone hope you doing great ! I'm doing a project where I want to create complex objects from more simple or "atomic" ones. For example, I create a vertical rectangle and a horizontal rectangle, I merge them and I have a "L" shape. But when I try to merge my "L" shape with another rectangle to make a "U" for example it doesn't work :/ My question is : is there any way to do what I want to do or am I stuck with only one level of merging ? Thanks a lot for your time
  10. I quite of managed to solve my problem, if you look at my objProperty call in the registerBeforeRender, I call objProperty without "()" . But when I noticed that mistake ( is it a mistake ? because this didn't raise any error) and changed my call to objProperty() all worked fine. The fact that no error was raised didn't help me to solve this but apparently it was juste a syntax error.
  11. No I'm not, sorry for my edit it was misunderstandable ! I definitely need an advice for this
  12. @Deltakosh Hi again, I've done few other things on my project, but now I come back to a similar problem : I import a .babylon object, let's say the "skull.babylon" in a createfunction which allows me to create skulls, and I want to apply the actions that we talked about just above. Yet only the scaling modification works, the white emissive color doesn't,while it works for standard Babylon Meshes as a cube or a sphere. Do we need to use a different action or thing like this when it comes to imported meshes or am I just doing a common stupid mistake ? Here's my code : var mesh; BABYLON.SceneLoader.ImportMesh("", "/usine3d/FromScratch/objets/", "skull.babylon", scene, function (newMeshes) { mesh = newMeshes[0]; scene.registerBeforeRender(objProperty); }); function objProperty(){ var material = new BABYLON.StandardMaterial("material01", scene); mesh.material = material; mesh.actionManager = new BABYLON.ActionManager(scene); mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction (BABYLON.ActionManager.OnPointerOutTrigger, mesh, "emissiveColor", new BABYLON.Color3(0, 0, 0), 150)); mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction (BABYLON.ActionManager.OnPointerOverTrigger, mesh, "emissiveColor", new BABYLON.Color3.White(), 150)); mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction (BABYLON.ActionManager.OnPointerOutTrigger, mesh, "scaling", new BABYLON.Vector3(1, 1, 1), 150)); mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction (BABYLON.ActionManager.OnPointerOverTrigger, mesh, "scaling", new BABYLON.Vector3(1.1, 1.1, 1.1), 150)); } Thanks for your time, any suggestion would be massively appreciated ! edit : my code doesn't work since I modified and tried different things for the emissiveColor, sorry for that
  13. Thanks a lot , I should've thought about that !
  14. Hi, Old topic but this helped me ! However, is there a way to do this without "disposing" the ground, as it's a mesh too ? Because I have a scene where I can create boxes and spheres thanks to 2 create buttons, and i'd like to press a clear button and have all my meshes deleted except my ground. Thanks for your time