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Found 11 results

  1. Mesh Intersect Timing

    Hi, I have two meshes. In my createScene function i have a point where I check if they are intersecting. The thing is I would like to first move one of the meshes (change its position) and then IMMEDIATELY check if they intersect BEFORE waiting for the next rendering iteration. The problem is if i change the position of one mesh so that it intersects with the other and then immediately check for intersection it says they don't intersect (I guess because the actual position is changed only while the render loop is called). Is there anyway to solve this? Thanks!
  2. how can i get intersection of Two Cubes can any one help to find how can I get the intersected area of cubes. actually, I want to highlight the intersected area in between these two cubes. also, want to print into console how much points are intersected.
  3. Is it possible to detect an intersection between a mesh and a submesh of another mesh?
  4. Intersection element

    Are there any built-in methods to get the actual intersection of two (or more) geometries? E.g. the intersection point of a line and a plane, the line intersection of two planes, the arc intersection of a sphere and a plane, the point of three planes, etc... Thanks!
  5. This topic is only for further research in the forum purpose. Just a link to this post :
  6. Hi, I prepare simple playground Can anybody show us how to program switchForBall as observer and ball which trigge switchForBall? greetings
  7. Hi guys, i'm going through the intersection tutorial and found something odd. In this example:, somehow the console prints 'balloon1 intersects plan1' even before it starts intersecting with the bounding box.. Can anyone offer a suggestion/fix?
  8. Hi, I don't know if you could really call this a bug or maybe it's working as intended and I'm doing it wrong... (sorry) If you get sufficiently close and intimate with a mesh you can't pick it. Here's a playground: The important parameter to look at is the Z coordinate of the camera. If I set it to -1.06 then I can successfully pick the front face of the box and distance to the box is 0.01. (I'm printing pickResult in the console) If I set it to -1.04 then I can only pick the back face of the box yet I can still see the front face. If I set it to more than -1 then I can't see the box so I can't pick it, that's normal. It's as If the ray's origin wasn't exacly in the camera's viewframe but 1 unit length in front of it.
  9. Hey guys, I've just noticed that the bounding box of a plane in the debug layer and the bounding box which is taken into account when computing mesh intersection with a point are inconsistent. Here is the playground example (just check the bounding boxes checkbox). So one of them should be fixed... Upd: Another problem is when the plane's bounding box does fit the bounding box of debug layer, there is no intersection at all (that's an obvious problem because of plane thickness I think). Here is the playground sample. Maybe the solution is to give a minimal bounding box thickness of BABYLON.Epsilon.
  10. Intersection mesh

    Is there a way to get the intersection of two objects intersecting eachother as a mesh? I've had a look at the api but I don't seem to find anything like it. Thx!
  11. CSG in Babylon

    Hi guys, I wanted to share with you a custom library I made, that was very helpful on my project. It implements the basic constructive operations on meshes, like union, intersection, subtraction etc. In 3 words, it's called "constructive solid geometry". The library is an adaptation from csg.js ( for BabylonJS meshes. You will find this lib useful if you meet the need to dynamically build your own geometry with basic primitives. For instance you can carve cylindric holes in bigger cylinders to create pipes (wink wink to all old-school Half-Life mappers down there ). Anyhow, you can find the repository over here : I'm still testing it, so feel free to signal any bug you would find.. Cheers ! Feldspar.