Search the Community

Showing results for tags 'ellipsoid'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 5 results

  1. Hi, Simple demo of the problem - http://www.babylonjs-playground.com/#MJRGPB Try to move to the box from the front or side - camera's ellipsoid (with size 1.5) works as expected. Now try to move to the box from below - you can go a little inside the box and see the internals. You can notice that camera's ellipsoid from above is missing or it's size is 0. According to this - https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity - ellipsoid should be symmetrical. Is this fixable? Bug exists only when moving from below the box. UPDATE Another funny thing is with planes - http://www.babylonjs-playground.com/#MJRGPB#1 ... when moving through it from one side - there are normal collisions, but from another - you are able slowly go through it like something is wrong with collisions detection.
  2. So a gotcha of the moveWithCollisions method is that it uses an ellipsoid mesh to calculate collisions of your mesh instead of the original mesh dimensions. I see a clear way to remove your original mesh but how do we remove the ellipsoid mesh from the scene? I'm worried that keeping these ellipsoids even when my original mesh has been disposed of will hurt performance. Thank you so much.
  3. Hello, I'm currently building a scene where a person walks through a room. There are several objects in the room. When I run and run against a large mesh, I collide and can't get through (it's wanted). When I walk towards a low (low height) mesh, I'm suddenly reset, probably to the old position. Camera position: [0.1.2, -2.25] Camera ellipsoid: [0.5,0.59,0.5] Scene gravity: [0, -9.81, 0] Bottom is at y = 0 How do I set the camera's collisionsbox correctly to run on the floor and not get the effect of low meshes? Thank you.
  4. Hello guys ! http://www.babylonjs-playground.com/#1E3DCH#2 I do some experiments with the native function moveWithCollision and the ellipsoid parameter for meshes. I don't know what dimension should be the ellipsoid here or the ellipsoid offset. Our character is the red man and the obstacle is the blue box. The character should collide with the obstacle. I want to test collisions with man on the floor and box at different y positions : box on the floor (collision), floating box in front of man (collision), floating box upside the man (no collision) When box is on the floor, it's ok. There is a problem when the box is floating in front of the man (in the PG), because the man doesn't stop. If I change the ellipsoid number Y from 2.0 to 2.5, the man will be floating with strange collision and I want that the man stays on the floor. Offset is for moving the ellipsoid from the center of the mesh ? So I don't need it here ? Can we implement a function to draw the ellipsoid ?
  5. How do we define the size of our collision box (i goes would be the same for camera and physics)... Do we use mesh.ellipsoid and mesh.ellipsoidOffset to actual define our collision bound box ??? Don't seem to see a mesh.collisionRect or anything like that. I am trying to emulate the BOX and CAPSULE collider functionality in unity where you drag the "collider rect" to define size of collision box or capsule. I would then like to store those values on my node.metadata and use those to "DEFINE" the babylon.mesh collision rect