adam

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adam last won the day on October 8

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  1. Right Angle to a Direction

    You should be fine if you are using the up vector of the plane.
  2. Right Angle to a Direction

    I take that back. It would look weird when the plane rotates on local z. Rotating on local x wouldn't be an issue until you go upside down.
  3. Right Angle to a Direction

    It won't be restricted to one plane. You would just run into issues when the plane goes upside down.
  4. Right Angle to a Direction

    I'd use the up direction of the airplane mesh.
  5. Right Angle to a Direction

    @Pryme8 You can usually use BABYLON.Axis.Y for up. It depends on your needs, though.
  6. Right Angle to a Direction

    This was under the assumption that the directions are normalized.
  7. Right Angle to a Direction

    right = Cross(up, forward)
  8. Subtract in place help?

    use geometry without an underscore: http://playground.babylonjs.com/#4QLJ5D
  9. Pivot Problems

    getPivotPoint should probably have an optional space param.
  10. Cursor pointer on GUI

    https://www.babylonjs-playground.com/#XCPP9Y#349
  11. I'm pretty sure this is due to this bug: I haven't seen anything related to a security vulnerability.
  12. You can also use lookAt's optional params to correct the rotation: https://www.babylonjs-playground.com/#BFM7EX#27 https://www.babylonjs-playground.com/#BFM7EX#28
  13. Turn off PARENT CHILD rotation

    Another solution using a TransformNode as a parent of both the boxes: https://playground.babylonjs.com/#CFMBHZ#9 https://playground.babylonjs.com/#CFMBHZ#10
  14. Turn off PARENT CHILD rotation

    Why even parent the boxes? edit: I see Alenvie's solution doesn't use parenting.