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About Azariel

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  1. I was wondering if there was a way to change or turn off the gravitational forces applied to a specific object. Right now my janky solution is to change the object's mass, but when setting it to 0 it appears that collision detection no longer works (at least when both objects involved in a collision have 0 mass). Are there any better solutions out there?
  2. Figured it out. Easiest way for me was to use the event object provided by pointerDragBehavior.onDragObservable. There's an "" object that has the change in coordinates since the last frame or update step, which is basically velocity already.
  3. So I want to make a little physics-based playground where you can move objects around by clicking and dragging them, and throw them in a realistic way by releasing the mouse button while moving the mouse cursor. Right now I can move the objects around with "pointerDragBehavior", but when I let go of the mouse button the object just drops like a stone. It would be nice if there was a built-in way to see the speed (and vector) of a dragged object's motion, since then I could just impart that linear velocity onto the object. What is the best way to measure a dragged object's speed?
  4. Azariel

    Gizmo's and mesh dragging behaviors

    So positionGizmos have simple hooks into the dragBehavior, with onDragStartObservable and onDragEndObservable methods. BoundingBoxGizmos don't seem to have any equivalents when it comes to basic repositioning; how can I monitor whether the boundingBoxGizmo is being dragged?
  5. So I have a scene that I got from another person that I've exported from Blender into Babylon, but whenever I try to render the scene dynamically it falls straight down. Changing the physics of the scene in Babylon doesn't seem to work, nor does creating a ground object with collisions enabled. I've attached the scene in question; what am I missing? example.babylon