Yazheirx

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About Yazheirx

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    yazheirx

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  1. Yazheirx

    Apple Trackpad and the Arc Rotating Camera

    If the solution is working with a standard mouse and none of the playgrounds are working for you then it is not the constructor. I would assume it is how the trackpad drivers are interacting with the browser. I don't think I can be of much help there. Hopefully, some of the more senior members of this forum will be able to assist in that direction. However, I have two more things that I would check: Try a different browser (if you are testing in Safari try in Chrome) Have a co-worker with a trackpad try to use the same application (this would be to check for company policies configuring the driver oddly)
  2. Yazheirx

    Apple Trackpad and the Arc Rotating Camera

    Have you tried using a normal mouse? I exclusively use an Apple Track Pad and an ArcRotate caméra for my current project. I had some trouble until I used the correct constructor. You could also check the Playgrounds for ArcRotate an see if any of them work with your track pad... then “borrow” their constructor.
  3. SOLVED: all cleaned up now: function resetPack(scene) { // iterate from the end of the mesh array to the beginning, removing any boxes found for (currentMesh = scene.meshes.length - 1; currentMesh > -1; currentMesh--) { // only remove a mesh if it has 24 Vertices - meaning it is a box if (scene.meshes[currentMesh].geometry.getTotalVertices() == 24) { index = scene.removeMesh(scene.meshes[currentMesh], true); } } }
  4. Oh, wait, I think I understand. Would it work better if iterated from the tail of the mesh array? for(currentMesh = scene.meshes.length-1; currentMesh > -1; currentMesh --) { if (scene.meshes[currentMesh].geometry.getTotalVertices() == 24) { console.log(currentMesh + ") Removing " + scene.meshes[currentMesh].name); index = scene.removeMesh(scene.meshes[currentMesh], true); console.log(index + " Removed"); } else { console.log(currentMesh + ") Not removing (" + scene.meshes[currentMesh].name + ") with (" + scene.meshes[currentMesh].geometry.getTotalVertices() + ") geometry"); } } If I am understanding correctly, by removing a node from the array as I am 'climbing' it I drive it out of bounds?
  5. function resetPack(scene) { console.log(scene.meshes.length); for (currentMesh = 0; currentMesh < scene.meshes.length; currentMesh++) { // console.log(scene.meshes[currentMesh].geometry.getTotalVertices()); if (scene.meshes[currentMesh].geometry.getTotalVertices() == 24) { console.log(currentMesh + ") Removing " + scene.meshes[currentMesh].name); index = scene.removeMesh(scene.meshes[currentMesh], true); console.log(index + " Removed"); } else { console.log(currentMesh + ") Not removing (" + scene.meshes[currentMesh].name + ") with (" + scene.meshes[currentMesh].geometry.getTotalVertices() + ") geometry"); } } } In the above code, I am trying to remove all cuboid forms from my scene. All of my cuboid meshes are made with the same code: function createPackObject(shapeName, shape, dimensionsJSON, diffuseColor, offsetX, offsetY, alpha, scene) { // console.log('Creating ' + shapeName); switch (shape) { case "cuboid": // console.log('Creating ' + shapeName + ' as a cuboid'); var packObject = BABYLON.MeshBuilder.CreateBox(shapeName, { width: dimensionsJSON[0].value, depth: dimensionsJSON[1].value, height: dimensionsJSON[2].value }, scene); packObject.position = new BABYLON.Vector3(offsetX, ((dimensionsJSON[2].value / 2) + offsetY), 0); packObject.material = new BABYLON.StandardMaterial(shapeName + "Material", scene); packObject.material.diffuseColor = diffuseColor; packObject.material.alpha = alpha; packObject.material.wireframe = false; break; default: console.log('Shape "' + solutionSet.containers[container].spaceToFill.shape + '" not handled'); } } function loadSolution(scene, camera, solutionID) { // ... // create shipping containers for (currentContainer = 0; currentContainer < solutionSet.containers.length; currentContainer++) { // ... createPackObject(containerShapeName + "I", containerInnerShape, containerInnerDimensions, new BABYLON.Color3(1, 0.87, 0.386), containerOffset, wallThickness, 0.55, scene); createPackObject(containerShapeName + "O", containerOuterShape, containerOuterDimensions, new BABYLON.Color3(1, 0.87, 0.386), containerOffset, 0, 0.55, scene); // ... for (currentItem = 0; currentItem < solutionSet.containers[currentContainer].items.length; currentItem++) { createPackObject(itemShapeName, itemOuterShape, orientedDimensions, itemColor, itemOffset, 0, 1, scene); } } } For some reason when I get to a mesh created for the containers the next item mesh I try to remove exits the function. Does anyone have any idea what might be happening, or if there is a better way to remove a particular type of mesh from a scene?
  6. Thank you that is exactly what I was looking for I am using VS Code, but my intellisense seems to be incomplete. I think that is because I am using a CDN rather than having everything dowloaded.
  7. Assuming all I can pass to a function is the major objects (scene, canvas, camera, etc) what is the best way to reference a specific Mesh? I am hopeful that I can create a function with a constructor like: function moveMesh(meshName, scene){ //select the namedMesh victimMesh.position = new BABYLON.Vector3(0,0,0); } I will actually create a key set to animate the Mesh move, but I am not skilled enough in JS to know how to select the child object I want. I know I saw the method in one of the tutorials, but I have watched over 40 hours of tutorials on youtube and can't remember where I saw it.
  8. Cube done. See https://www.babylonjs-playground.com/#GVBL74#4 for my final alignment code. Note: I only did Align Fronts, Backs, Tops, Bottoms, and LeftFaceToRightFace. Obviously there are all the other two more side alignments (lefts and rights) and 5 more face alignments to do, but if anyone needs this solution in the future a modification of the whiteboard math posted above should allow you to come up with it quickly.
  9. I will look at the snapping code in the future when the product moves in to "Gamification" mode. But for now my goal is to show a set of random items allow the user to either click each item, or click a UI button to show where each item will go relative to the rest of the items. Basically step by step visual packing instructions
  10. I can now align any faces I want. https://www.babylonjs-playground.com/#GVBL74#3 Here is the key code: function alignFronts(targetBox, movingBox) { // leave the X and Y where they are targetX = movingBox.position.x; targetY = movingBox.position.y; //only move the Z targetZ = targetBox.position.z + targetBox.getBoundingInfo().boundingBox.maximumWorld.z - movingBox.getBoundingInfo().boundingBox.maximumWorld.z; movingBox.position = new BABYLON.Vector3(targetX, targetY, targetZ); }; and here is the whiteboard diagram I had to draw to figure it out in the end: Let me know if anyone can find a more robust solution.
  11. Maybe my question should be: If you are attempting to manipulate multiple, dissimilarly dimensioned, boxes - how do you compensate for the differences in the faces to the center to allow two faces to be aligned I am just thinking out loud here let's take the same three boxes from an earlier entry: 1x1x2 1x1x2 1x2x2 and let's assume I want to move box1 to be next to box3. By next to I mean: front faces aligned lengths of two (2) side by side, and the bottoms aligned (so I can later put box2 on top of box 1 to finish my cube). I will put something in a playground soon and post it
  12. @JohnK before calling it a night, I came to the same conclusion about pivots. As my end goal is to combine multiple box sizes to make a single shape. I think I am going to have to create a function to translate the movement off of a standard point on each box (let’s say the front lower left hand corner) to move things in a predictable method. To visualize the problem set image you have three boxes 1x1x2 1x1x2 1x2x2 with proper manipulation they should be able to be assembled in a 2x2x2 cube.
  13. Ok, I have found that .position moves the "center of the mesh". http://doc.babylonjs.com/babylon101/position. As I am trying to move boxes to touch one another I am going to try to read the pivot document referenced to figure out how to get edges to touch http://doc.babylonjs.com/how_to/pivots Does anyone know of a page or playground that animates items to or from a touching, but not collision, state?
  14. Considering this code: var shippingContainer = BABYLON.MeshBuilder.CreateBox("Box", { depth: 3, width: 2, height: 2 }, scene); shippingContainer.position = new BABYLON.Vector3(0, 2, 0); Have I moved a corner of the box to 0,2,0, and edge, or the center mass? Are there any good playgrounds that would clarify this?
  15. Yazheirx

    Where can you find skybox textures?

    Here is another resource I have used: http://www.custommapmakers.org/skyboxes.php