dingoogle

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  1. I got it. You're correct. bouncingBehavior is readyonly but its properties are not. Brilliant. I shouldn't create an instance of BouncingBehavior.
  2. Please check babylon.arcRotateCamera.ts, "bouncingBehavior" only has a getter. And in babylon.d.ts file, class ArcRotateCamera, bouncingBehavior is marked by 'readonly' readonly bouncingBehavior: Nullable<BouncingBehavior>;
  3. Hi guys, I'm a TypeScript user. I saw the source code of ArcRotateCamera, _bouncingBehavior is private and bouncingBehavior is readonly. How to set the values of transitionDuration, lowerRadiusTransitionRange, upperRadiusTransitionRange, autoTransitionRange? FramingBehavior and AutoRotationBehavior as well.
  4. dingoogle

    How to hide light source mesh of godrays

    Got it. Thanks Luaacro. I'll do more investigation.
  5. dingoogle

    How to hide light source mesh of godrays

    Hi Luaacro, many thanks for your time. Sorry that I should explain more clearly. I want something as below, only the rays in the view.
  6. dingoogle

    How to hide light source mesh of godrays

    Hi Luaacro, yes, I want to keep the rays and their animations, without mesh. I've tried to hide the mesh, or move it out of screen, then the rays gone. I'm not familiar with shaders, not sure whether it's possible to do that.
  7. Hi Guys, I'm trying to integrate godrays effect into my project. as the pg: https://www.babylonjs-playground.com/#1WXYBQ But I want to just keep the volumetric lights and the animation. Is it possible to hide/transparent/move away the light source mesh of godrays? Your help will be highly appreciated.
  8. dingoogle

    Can GUI work in Angular 6 project?

    Hi Deltakosh. Just checked in GUI 3.3.0-alpha.2, The problem is gone. Thanks!
  9. Thanks, I'll do some investigation.
  10. Hi RaananW, just saw your reply, thanks, It should work in TypeScript. Agree that onAnimationEnd should only be triggered once. Hope the observable in babylon.js could be something like rxjs.
  11. Hi SinhNQ, thank you for your reply. "_isStarted" works well in JS. But unfortunately my project is coded in strict TypeScript , "_isStarted" is private and "isStarted" is readonly. I can't make it pass verification when compiling. Hope the "bug" could be fixed soon . BTW, is there any suggestion to create a "timeline" like Adobe Flash CC or 3DSMax? My thought is creating a global animation with default length, let's say 500 frames, adding key frames and expanding length dynamically. This animation should be assigned to a "pseudo" mesh to provide current and total frames when animating. Can set playback head, be sought, paused, restarted etc. If there's any better practice please let me know. thanks!
  12. Hi Guys, I got a problem when trying to reset/restart an animationGroup with multiple animations in it. Looks the animations can't reset together by animationGroup. I've tried several ways as below but none of them worked well. Your kind help will be highly appreciated. 1. create AnimationEvent at the end frame, PB https://www.babylonjs-playground.com/index.html#9DDUHI 2. add callback to onAnimationEndObservable.add() function, PB https://www.babylonjs-playground.com/index.html#9DDUHI#2 3. add callback to onAnimationEndObservable.addOnce() function, PB https://www.babylonjs-playground.com/index.html#9DDUHI#3
  13. dingoogle

    Can GUI work in Angular 6 project?

    It looks something relevant to babylonjs-gui@3.3.0-alpha1. After degrade to babylonjs-gui@3.2.0, the project works well.
  14. Hi guys, I got a problem when using GUI in Angular 6 project. Hope someone can give me a hand. The engine and scene are created in ngAfterContentInit() function as below. ngAfterContentInit(){ let canvas = this.el.nativeElement; let engine = new BABYLON.Engine(canvas, true); let scene = new BABYLON.Scene(engine); let camera = new BABYLON.ArcRotateCamera('camera', 1, 1, 10, BABYLON.Vector3.Zero(), scene); let advancedTexture = GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI"); let text1 = new GUI.TextBlock(); text1.text = "Hello world"; text1.color = "white"; text1.fontSize = 24; text1.shadowColor = "black"; text1.shadowOffsetX = 2; text1.shadowOffsetY = 2; advancedTexture.addControl(text1); let box:BABYLON.Mesh = BABYLON.Mesh.CreateBox('box', 1, scene); engine.runRenderLoop(()=>{ scene.render(); }); } The scene works well, "Hello word" shows on the screen. But when moving mouse on the screen, keeping get below error: ERROR TypeError: i.isPointerCaptured is not a function at e.callback (babylon.gui.min.js:1) at r.push../node_modules/babylonjs/babylon.js.r.notifyObservers (babylon.js:3) at HTMLCanvasElement._onPointerMove (babylon.js:12) at ZoneDelegate.push../node_modules/zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:421) at Object.onInvokeTask (core.js:4062) at ZoneDelegate.push../node_modules/zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:420) at Zone.push../node_modules/zone.js/dist/zone.js.Zone.runTask (zone.js:188) at ZoneTask.push../node_modules/zone.js/dist/zone.js.ZoneTask.invokeTask [as invoke] (zone.js:496) at invokeTask (zone.js:1540) at HTMLCanvasElement.globalZoneAwareCallback (zone.js:1566) This problem CAN'T be reproduced in PG. https://www.babylonjs-playground.com/#KKBHJA#1
  15. Many thanks SinhNQ, got it.