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Found 7 results

  1. Hello, I'm new to Babylon.js. I was wondering is there a way to trigger event when camera and mesh intersects? I tried put camera in to a box, and when these two meshes(camera container and object) met I want to trigger some events, but it's not working as I thought. camera mesh collisions event | Babylon.js Playground (babylonjs.com) Is there any other possible solution? Thanks!
  2. What exactly is the difference between the overlap and intersects functions, besides the fact that intersects can't use callback functions?
  3. Hi, I'm developing a basic game. The functionality of the game is, once the page is loaded one objects will appear on the canvas like (apple, cat, dog etc...) on the left side and a bunch of letters will appear on the right side. The user will have to drag and drop the letters in a rect area(bucket). Once the user dragged matched letters with the object within bucket then next object will appear in the same area. I have created, but this is not working properly. http://dothejob.in/kids-game/phaser-demo2/ Could anyone help me on this? here is the js file. http://dothejob.in/kids-game/phaser-demo2/js/game.js I need to check the following things....How can detect if the letters are dropped in rect? and which letter is dropped in Rect? Thanks Alex
  4. Hey guys, I am trying to place some boxes randomly on a heightmap. Easy, eh? Well, therefor I want to determine the current altitude at some random coordinates by casting a ray to see where it intersects with the ground mesh as suggested here: http://www.html5gamedevs.com/topic/2248-retrieve-heightmap-altitude/ That's what I got so far: http://www.babylonjs-playground.com/#HLQ0L#0 But it always returns a hit: false ... I feel like I am missing something here or just doing it wrong but I can't seem to figure out what. Any idea?
  5. i am using this function to check if a body that jumped over a ramp (and therefore was set to sensor=true) has left the worldbounds and should be killed. this works for all edges of the world except for the left one.. i can manage to make it work by asking for if (body.x <0) {killit }but if i use the intersects method it will always return true even if x is much smaller than 0 if i console.log the game.world.bounds i get: b.Rectangle {x: 0, y: 0, width: 3200, height: 2560, offset: function…} so with the worldbounds it seems everything is ok.
  6. Hi, I was wondering which one would be. I have set the game's viewport to 800x600 and the world bounds to 2048x1024. The player moves and the camera follows it. I want to dynamically load the tiles that are in the bounds of the viewport while the player moves around and kill the ones that are out. I was naively trying to kill() onOutOfBounds and then revive() onEnterBounds. Did not work but i don't know why. Apparently behind scenes is doing: !this.game.world.bounds.intersects(this._bounds)So i tried to replicate the functionality building an array of the killed tiles onOutOfBounds and, on the update() method, iterate over the killed tiles to check the intersect: if( game.world.bounds.intersects(killedTiles[i]._bounds) ){ killedTiles[i].revive();}The conditional is always false (?) and the ammount of process seems like an overkill for me (for big maps). Anyway i am using isometric phaser plugin if that makes any difference (i tried also with killedTiles._isoBounds). Someone has any tips?
  7. Hello. Is it possible? I need to check if one cube touches a side (face) of another cube (it should be exactly its side/polygon, not just a single point). Off-topic: What's "isInFrustrum(frustumPlanes)"?
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