atallah salah

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Everything posted by atallah salah

  1. Hi All , I'm just want to know how much time to expires mesh objects, Textures... from the cache I try to find something like ETag or max-age in response but didn't find anything ,all I know is i can enable to cache files from manifest or from scene Thanks
  2. @trevordev This is a great example not use parenting at all In my case user will able to add object to another object to be transforming together like what parenting do at the same time have chain(sphere connected together using Joint ) and this chain have to use physics all the time scene running I have at least 40 object user have to put it on each other and maximum 100 object when using physics collision and parting with BabylonJS object (Box,Sphere,..) everything work fine but not for the imported mesh do I can link object with each other like parenting with with using physics link I will try the example Thank you
  3. @trevordev I try this way, it's work fine with some issue and that was great, but still can't use both on the same time do you think BabylonJS going to update or fix this ?
  4. @trevordev My cases is about drawing object and this object have to detect all other objects collision in the scene I have to use imported meshes cuz it's not possible to draw it in BabylonJS Parenting used for some controls like animation and change parent position or rotation and children have to do the same In my case I must use parenting , I try to use method like RegisterBeforeRender to set position but it's was very heavy cuz the number of objects and movements at the same time The all idea depending on parenting and collision I was thinking about if I could stop use parenting at the point I use collision and use it again when done with collision if that possible what do you think ? I try to use Oimo.js in Babylon but still same Thank you for your answer
  5. @trevordev Thank you for answer I tried to use ignoreparent in impostor but still the same problem . Do you think there is a solution for this problem ?
  6. @trevordev Thank you for this answer it's was really helpful it's solve other topic for me in the example you have send it's still the same problem if you can focus on the third skull and box they still incensing position on y Axis , it's take i while to check it if you check it after 1 minute when the parents functions done sure you will see the difference Thank you
  7. Hello every one, I'm working on a project and I'm using physics and collision and everything was fine until I start using parent child for object and meshes i create an example here show some issue : https://www.babylonjs-playground.com/#JUKXQD#70 you can see in the example : box position still increasing in y Axis and the same happen for the highest skull Thank you for help
  8. You can see the elastic in the image it's not overlap into brackets may it can be solve by use more than 64 static elastic and it will not flexible if we want like to change bracket or teeth position
  9. Thank you @Wingnut @dbawel i was thinking i should not enter you into complexity because that i use skull and other thing as example if you see these bracket i want to have Elastic(Rubber) between 2 bracket at least you know maybe between these 2 bracket i will have object (teeth,wire..) the problem is if i want to draw a tube as Elastic between 2 bracket we don't want it to overlap with other object on his way this also applies to wire maybe one of bracket will have rotate more than other bracket and we don't want the wire to overlap with teeth or bracket think about if i want to draw a line between 2 mesh and i have other mesh in the way we don't want to overlap with other mesh
  10. Thank you Wingnut I really like your ideas but i think try all possibilities even if we need to build specific physics for each mesh or object and maybe we may have to use wire as mesh 3d object i understand it's possible to do it may it's hard but still possible do you think ? is there other library may help us ?
  11. @Wingnut yes exactly 😃 you know i may need things more than wire to do here i suggest you not to try to work on the first 2 brackets for last 2 brackets maybe because they no have Axis when i try to show it Thank you
  12. Thanks @dbawel @Wingnut i'm really still beginner in Babylon.js yes i'm using the mesh in picture for the project i try this way but it's give error " shape is undefined" here is example code of what i'm planing to do : scene.enablePhysics(); let Sphere = BABYLON.MeshBuilder.CreateSphere("sphere",{diameter:6},scene) Sphere.position.x=-35; Sphere.position.y=2; Sphere.rotation.y=-.7; Sphere.physicsImpostor = new BABYLON.PhysicsImpostor(Sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, friction: 0, restitution: .3}); BABYLON.SceneLoader.ImportMeshAsync("SL_bracket_005_8","modal/", "Brackets.babylon", scene).then(function (bracket) { bracket=bracket.meshes camera.target = bracket[0]; bracket[0].scaling={x:20,y:20,z:20} bracket[0].physicsImpostor = new BABYLON.PhysicsImpostor(bracket[0], BABYLON.PhysicsImpostor.MeshImpostor, {mass:1, friction: 0, restitution: .3}); }) i upload the mesh file i'm using sphere in above code but i need to use something else like other meshes ,tubes and lines ... Brackets.babylon
  13. @dbawel What i mean if you see the cannon.js it's realy take Mesh impostor but when use Mesh impostor in oimo.js it's look like using Box impostor or Sphere impostor what i'm planning to do is to have collision with meshes and tubes i have here 3D object if you see it have space in center in cannon.js when i use Mesh impostor it see the space in this object and work fine but only for spheres in omio.js when i use Mesh impostor it not see the space or any of corners or edges of the 3D object it's look like oimo.js take it as Box impostor in previous example you can see spheres go to inside Skull when using cannon.js but it's not wok fine in oimo.js Thank you
  14. First thank you Wingnut and Dbawel I try to use this settings and change values but still not work to get more clear what i mean : CannonJS : https://playground.babylonjs.com/#3B3135#4 OimoJS : https://playground.babylonjs.com/#3B3135#5
  15. I'm trying to use collision Mesh with other mesh the problem in CanonJS it's support sphere only and when i use OimoJS Mesh collision not work correctly this example by BABYLONJS: https://playground.babylonjs.com/#3B3135#1 I'm trying to change scene.enablePhysics(); to scene.enablePhysics(new BABYLON.Vector3(0,-9.81, 0), new BABYLON.OimoJSPlugin()); but when i change it something wrong happen to the Mesh collision i think it give sphere or box collision to the Mesh imported