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Found 104 results

  1. Given a vector expressed in global space and a mesh, how can I get the position of this vector within a mesh local space? Or, alternatively, how can I get a parent position within a child local space? Update: Just figured it out... It is simply vector.subtract(Mesh.getAbsolutePosition()), right? Update2: Ok it's not... Because it doesn't take in account the mesh rotation.
  2. Doug

    Hi Rich.  @rgk mentioned that you might be able to please add a "patron" badge to my forum profile?  Thanks very much!

  3. hi all, I have a problem about the p2 body and sprite positon when I enable a p2 body to a sprite, I use fish.body.setRectangle(fish.width, fish.height); to set the body shape, but the position of body is far away from the sprite, anyone know what is the problem? thx
  4. Hello there. 🙂 I have a sprite which rotates. And i have a healthbar added to that sprite as a child. My problem is: The healthbar does what children are supposed to do! But i don't want that! 😅 How to keep child sprites from rotating with their parent? I want it to always stay at the same position relative to the parents anchor. I'm not talking about fixing its angle - that can be done by simply setting it to the negative angle of its parent each time it rotates (at least i don't know any other way). I'm talking about its position. Is there a fixedToCamera equivalent for sprites? If not, some math would be cool, too. EDIT: I guess this could work with groups. But is there another way?
  5. Hello, I have several meshes on paths, and need to begin particle animations at specific locations on the paths. However, when I use the position of an object or child on the path to start the particle animation, the condition is never met. I assume that the transforms are not updated on path animations. If I start the particle animation, it starts. But if I place it in a condition, in the same location in my script, the particle animation will not start. I'm using it on the same path which @JohnK helped me with last night:: if (mesh.position.y > 0) { smokeSystem.start(); } and mesh is on the path passing above 0.0 - which I've tried every axis and the particle system will not start. If I use collisions by placing a cube on the path which my object must pass through such as: let abc = BABYLON.MeshBuilder.CreateBox(`abc`, { size: 5 }, scene); abc.position = new BABYLON.Vector3(-50, 10, 100); if (vehicle.intersectsMesh(abc, true)) { smokeSystem.start(); } The particles will not start. But if I say smokeSystem.start(); in the exact same location, the particles start. I've spent hours on this, and tried everything I know. If anyone can help, please let me know as I have to finish this tomorrow. Thanks much, DB
  6. Is it possible to get the absolute rotation of a child mesh, in the same way it is possible to get the absolute position of a child mesh via mesh.getAbsolutePosition?
  7. tomfog

    Move world position on canvas

    Hi I have a newbie question that I feel silly asking but I couldn't find an example that demonstrated this yet. I have set the size of the canvas using the following code: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'new-phaser-game', { preload: preload, create: create, update: update, render: render }); I have added a sprite that sits at the bottom of the screen full width (as expected) using the following: shapeMenu = game.add.sprite(0, 500, 'shapeMenu'); Now I would like to resize the world so that it sits inside this area with a margin around it (but inside the canvas). I have done this, but the world is sitting in the top left corner:, 0, 400, 400); Could any one advise on how I move this to the center of the screen (without moving the shapeMenu sprite as well)? Thanks!
  8. Hello, I have some UI elements on the DOM that I want to move relative to the 3D objects, I searched this forum and generally and the best I could find was: scene.afterRender = function() { var worldMatrix = planet2.getWorldMatrix(); var transformMatrix = scene.getTransformMatrix(true); var position = planet2.position; var viewport = scene.activeCamera.viewport; var coordinates = BABYLON.Vector3.Project(position, worldMatrix, transformMatrix, viewport); console.log(coordinates, window.innerWidth * coordinates.x); }; but unfortunately the coordinates keep changing because the object is rotating, so is there another way to track the object absolute position and convert that to screen position so I can use it the the `window` gets resized or when the camera changes angle?
  9. Hello, Is there a way to get the size of an object after the window has been resized? (Whole scene gets scaled down/up). planet2.getBoundingInfo().boundingBox.vectorsWorld; but it only displays 1.25 no matter how much I resize my browser window
  10. Hi, In the drag and drop demo in the playground, if I change position.addInPlace to absolutePosition.addInPlace it stops working. Can anyone explain what is happening here (thus also clarifying the difference between position and absolute position). Thanks!
  11. I have an array of items (stored as strings) I am displaying on screen as sprites, in an inventory. I want to update my array when an item is removed from my inventory, so I want to write a function that resets the x position of the objects. I can log out the right object and the right index value, but I can't seem to set the position of the object using this function. Any ideas ? example: inventory('key', 'rock', 'sword', 'note'); resetSlots: function() { //for every item in inventory, slot position is index number. inventory.forEach(function(item, index){ item.x = index * 150; console.log(item.x); //this returns "undefined" }) },
  12. Hi, I noticed that when I load a mesh at a certain position, the bottom center of the mesh will be at that position. For example, If I create a ground and then load a mesh at (0,0,0) then the mesh will be on the ground. So the actual center of the mesh is above the ground. How can I change the center of the mesh so that, for example, its actual center appears at (0,0,0)? Is there some sort of offset I can add? I hope the question makes sense. Thanks!
  13. Hi, Is there a way to render a part of 2D image on the screen with fixed position? Like in CSS we have position: fixed, position.left and I would like still to be able to use babylon.js options vOffset, uScale and wAng, like for textures, to move a visible part of the image. I could use a Plane with a texture, but I don't see an option to disable texture's repetition. Also I don't see a way to place it where I need on the screen with needed width/height. And still.. I need to disable lighting for it, set emissiveTexture, etc. So maybe there is a cleaner way to do this?
  14. ClemensC

    Tracing a rotating point

    Hi I'm still pretty new to phaser, and I've looked through the docs and a few examples, but still haven't found a solution to my problem. So, i have a sprite that is rotating around a set anchor, and I want to get the x and y coordinates of a specific point on this sprite. I could just do it with trigonometry and whatever, but I'm thinking that there has to be an easier way using phaser. Thanks in advance.
  15. Hey everyone hopefully this is worded ok and you are having a good day. I currently have a playable character which can be moved around and collide with objects. The issue i am having is once it has collided with a certain object i want the players character sprite to increase in size however when i do this using sprite.scale.setTo for some reason the position of the player sprite moves to 0,0. Apologise if that was not enough information i can provide more if needed.
  16. Hey everyone hopefully this is worded ok and you are having a good day. I currently have a playable character which can be moved around and collide with objects. The issue i am having is once it has collided with a certain object i want the players character sprite to increase in size however when i do this using sprite.scale.setTo for some reason the position of the player sprite moves to 0,0. Apologise if that was not enough information i can provide more if needed.
  17. Hi, I'm a new user and I do not know the rules of this forum. However, let you understand, I first define the context. I'm developing a peer-to-peer game, using the "simple-peer" API, all based on the opponent's position (x, y). My only issue concerns updating the remote sprite video so that I can update it using only using the moveToXY () function and if the tween do not work. Positions are captured with the peer's "data" listener, saving them to an array position: peer.on ('data', function (data) { positions = data.split("-"); console.log (positions[0] + "-" + positions[1]); } In the update function I would instead use this feature: this.tween = this.add.tween (opp) .to ({x: positions[0], y: positions[1]}, 1,Phaser.Easing.Linear.None, true); but unfortunately it does not work. I tried to test the tween replacing positions at player.x and player.y, but it works. How can I do? I am desperate.
  18. Hi !, I'm looking at how vertices work so that I can work with and transform my mesh later. For that I started with a simple box to find the order and give a number on the vertices group. Can someone explain to me why numbers 3 and 7 are in the same place? Thank you !
  19. Hello, i am again... i have a realy noob question but cant find an answer. Since i playing with this Playground i try to figure out how i can get the position of the car (mesh = carBody ?) Im not successful. Line 42 - 44 scene.registerBeforeRender(function(){ console.log("Poisition", carBody.position); }); The only thing that changes is when i turning the steering wheel. Nothing about the position on the ground... I tought the carBody "merge" all meshes into one and move them around with them. So that the positions property on child meshes a relative to the parent mesh. I dont get it...
  20. hi, I have a physic body which should be static on the ground, but I log it's position, and it actually keep changing slightly, why?
  21. JohnyBro

    Camera following with delay

    Hi guys, First excuse me for my english. I want the camera to follow a sprite and I set the position of this sprite every frame. function create(){ this.player = new Player(; this.playerController = new PlayerController(, this.player); this.cameraTarget =, this.player.y, "cameraTarget"); this.cameraTarget.anchor.setTo(0.5, 0.5);; } function update(){ this.playerController.move(); this.cameraTarget.x = this.player.x; this.cameraTarget.y = this.player.y; } This work but the camera have a small delay, here is some picture of this (red = player, yellow = cameraTarget). Not moving : Moving to the right : Moving to the left : You can see the delay of the camera with the yellow box's offset (Trust me the yellow box is always centered on my screen). The stranger thing is when I set the follow of the camera on the player it work well, no delay. Don't tell me to set the follow of the camera on the player plz, I need this cameraTarget for later calculations. Here is the gitHub if you want the code : If someone can help me with this it will be appreciated.
  22. josescxavier

    Understand toLocal result

    I'm reading some tutorials about pixi.js and I can't understand the result I got from toLocal. I expect the result to be 100,100 however I got 200,200. Console output: bunny1: 100 100 bunny2: 200 200 200 200 Code: // create our little bunny friend..S var bunny = new PIXI.Sprite(texture); bunny.interactive = true; bunny.buttonMode = true; bunny.anchor.set(0.5); bunny.scale.set(1); bunny.x = 100; bunny.y = 100; // create our little bunny friend..S var bunny2 = new PIXI.Sprite(texture); bunny2.interactive = true; bunny2.buttonMode = true; bunny2.anchor.set(0.5); bunny2.scale.set(1); bunny2.x = 200; bunny2.y = 200; // add it to the stage app.stage.addChild(bunny); app.stage.addChild(bunny2); console.log("bunny1:",bunny.x,bunny.y) console.log("bunny2:",bunny2.x,bunny2.y) console.log(bunny.toLocal(bunny.position, bunny2).x,bunny.toLocal(bunny.position, bunny2).y)
  23. Hello, guys. I'm newbie on 3d programming. I want to display sprite like GUI that has a function linkWithMesh. but it hasn't. In this example, sprite's position from a mesh is changing, not fixed. the mesh must have BILLBOARDMODE_ALL. how to make sprite to track mesh's position like GUI's linkWithMesh.
  24. What is the BEST way to move a camera by position... When using one of the built-in cameras ... you get good smooth movement... If I try to manually move the camera around using camera.position I don't get the desired effect. I can move the camera around using code like this (delta movements from input): public updateCameraPosition(camera: BABYLON.FreeCamera, horizontal: number, vertical: number, speed: number): void { if (camera != null) { var local = camera._computeLocalCameraSpeed() * speed; var cameraTransform:BABYLON.Matrix = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0); var deltaTransform:BABYLON.Vector3 = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(horizontal * local, 0, vertical * local), cameraTransform); camera.cameraDirection = camera.cameraDirection.add(deltaTransform); } } but when I just try set camera position... its funny (I know that vague)... But it would hard to show with all the "Test Project Code" I am using to learn how to move a camera around "Unity-Style" Just wondering of simply setting camera.position (on a universal camera) should give me free range movement like a unity camera.
  25. Hello everyone, I'm trying to get my head around how to work with animations in Blender and Babylon. I have no trouble exporting/loading etc and my animations works except in one aspect. I have added some movements to my object in Blender and with movement I mean that my object changes position. My problem now is that if I "walk" with my object in the browser each animation will begin where the object is added during the initialization. I have tried to find some data giving me the new position of the object when one animation is finished. Problem seems to be that the position of the object (mesh) doesn't actually change during the animation even though the object "moves". Does anyone have any suggestions of how to solve this issue? Or aren't you supposed to change position in Blender, only make animations where the object stays in the same spot all the time? Just seems strange if that would be the case...