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  1. this topic is very oldest but i catch idea! thank you! all people
  2. @Dad72 i tried BABYLON.SceneLoader.Append instead of BABYLON.SceneLoader.AppendAsync but same thing thank you for reply! @JohnK you code is good I have updated my code by comparison. thank you for reply! @Deltakosh you correct! my code some changed! this problem is solved but I do not know how it was resolved. BABYLON.Engine.isSupported() Issue...???? don't know ㅇ_ㅇ.... Thank you to everyone who helped me. see you later with other Issue! lol my code below before for (let i = 0; i < machineCount; i++) { if (BABYLON.Engine.isSupported()) { onLoadImage(); } } after for (let i = 0; i < machineCount; i++) { onLoadImage(); }
  3. @Deltakosh hi my Star! new engine per file not correct. var engine = new BABYON.Engine(); i think it is one time call because private member variable i'm not try playground and shared.. T.T (*.babylon file is our company equipment modeling )
  4. hi as always one problem T.T issue is how to multiple *.babylon file load? i have 16 files one file has 31box create by 3DMAX my code is below for (let i = 0; i < resourceCount; i++) { onLoadImage(); } function onLoadImageFileT() { BABYLON.SceneLoader.AppendAsync(strResourceURL, fileName, scene, function (newScene) { newScene.executeWhenReady(function () { let loadMesh = newScene.getMeshByName("resoucreName"); scene.lights[1].dispose(); loadMesh.position = new BABYLON.Vector3(machineForLayout.mPositionX, machineForLayout.mPositionY, machineForLayout.mPositionZ); loadMesh.scaling = new BABYLON.Vector3(0.035, 0.035, 0.035); loadMesh.rotation.y = machineForLayout.mRotationY; loadMesh.name = "Machine#" + machineForLayout.mMachineId; loadMesh.id = "Machine#" + machineForLayout.mMachineId; loadMesh.isPickable = true; }); }, function (progress) { // To do: give progress feedback to user }, function (error) { console.log(error); }); } problem is 12file load is OK but 15 file over is "Too many active WebGL contexts. Oldest context will be lost." i do not understand message.. i many search and try other code... but same issue (assetmanager, importMesh, Append) please help me
  5. MinsuKim

    [solved] mesh rotation do not change

    i find it! thank you @adam @aWeirdo your reply it is hint thank you!! @brianzinn you also very thank you! There are many great people on the forum. Thank you all.
  6. MinsuKim

    [solved] mesh rotation do not change

    @aWeirdo oops! really?? but this mesh is load the *.babylon.... um.... more think.....
  7. MinsuKim

    how to take the short rotation direction

    i find my Issue!
  8. MinsuKim

    [solved] mesh rotation do not change

    @brianzinn hi brian! thank you for reply your code correct! one more question set is know how to get a rotate value? mesh.rotation is same thing always zero value T.T i only Get/Set rotation.y some difficult
  9. hi! always thanks to us today also i has one problem =_=.... problem is " mesh rotation data do not change" that means i load a one *.babylon files used BABYLON.SceneLoader.Append() and then event to mesh rotation below my code var onPointerMove = function (evt) { if (evt.movementX < 0) { loadmesh.rotation.y -= 0.1; } else{ loadmesh.rotation.y += 0.1; } } this is like a change on Scene but always rotation.y = 0 who are you this issue??? this issue is only load mesh data problem below code no problem makeBox = new BABYLON.MeshBuilder.CreateBox() I am confused now T.T
  10. MinsuKim

    [solved] mesh.isPickable is not working

    @brianzinn Thank you for your help ! your my hero! your code is work! my mistake think explicitly process. ispickable param is only flag I hope people who have the same problem solve the problem.
  11. MinsuKim

    [solved] mesh.isPickable is not working

    @Arte i make the playground! https://playground.babylonjs.com/#ZLL01M box1.isPickable = true; box2.isPickable = false; box3.isPickable = false; but box2,box3 is pick!
  12. long time no see this forum i has one issue mesh.isPickable = false <<<< this code is not working below my code for (let currentIndex = 0; currentIndex < idx.mScene.meshes.length; currentIndex++) { idx.mScene.meshes[currentIndex].isPickable = pickable; }; but i don't understand..... why not working.... i'm already see other playground http://www.babylonjs-playground.com/#1C5IUC my code and there code different 1. my mesh in code var material2 = new BABYLON.StandardMaterial("material2", scene); let box = BABYLON.MeshBuilder.CreateBox(dynamicName, facOptions, scene); box.material = material2; 2. there code(play ground) var lineRed = BABYLON.MeshBuilder.CreateLines("red",{ points: [new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(2, 1, 0)]}, scene); lineRed.color = BABYLON.Color3.Red(); lineRed.isPickable = false; my code and there code some different??? samething code in my eyes O_O...... please help me
  13. MinsuKim

    [solved] how to get append a mesh index???

    i many thing this issue then clear i take to this code is not correct answer But I think it is the best. thankyou @Deltakosh @Wingnut my answer below see the code 1. name each mesh for (var i = 0; i < randomNum; i++) { var machineinfo = new LayoutMachineInfo(); var dynamicName = "yourName#" + i; var box = BABYLON.MeshBuilder.CreateBox(dynamicName, boxOptions, scene); console.log(box + " Object Created!"); } 2. get a name then cording yourDataObject.forEach(meshData =>{ var dynamicName = "Machine#" + meshData.mMachineNo; let temp = idx.mScene.getMeshByName(dynamicName); if(temp != null){ //todo } })
  14. MinsuKim

    [solved] how to get append a mesh index???

    @Wingnut OMG my star! thank you for your reply from my question. i already see your code from other topic. currently i think it is the answer. var whichMesh = scene.getMeshByName("someName"); one problem is meshes naming convention.. i try..!! i will try then reply best solution! thank you