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giorfasolini

How to dispose of blender object? SOLVED

4 posts in this topic

Hi Forum,

First of all, i tried to create a snake game for my project, however i have encountered some difficulties. I can't make the apple dissapear upon contact / collision with the snake.
I can make the object dissapear normally if its just mesh from babylon ( sphere, box, etc ) . However, when i tried to do the same to imported blender object, it doesnt work, Any ideas?

Any Help given is greatly appreciated. Thank you :)

here's my code :

P.S : i tried to upload it to playground, but it seems not working, as my snake and apple are on different file, and i dont know how to upload them in playground.

<!DOCTYPE html>
<html>
<head>
	<title>Snake Game</title>
	<script src="babylon.js"></script>
	<script src="hand-1.3.7.js"></script>
	<script src="babylonObjLoader.js" ></script>
	<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<canvas id="mycanvas"></canvas>
	<script>
		var canvas = document.getElementById("mycanvas");
		var engine = new BABYLON.Engine(canvas, true);

		var createScene = function() {
			var scene = new BABYLON.Scene(engine);
				 var ground = BABYLON.Mesh.CreateGround("ground1", 100, 100, 100, scene);
			//var camera = new BABYLON.FreeCamera("camera2", new BABYLON.Vector3(0,5,-10), scene);
			/*var camera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, 1, -15), scene);
			scene.activeCamera = camera;scene.activeCamera.attachControl(canvas);
			scene.activeCamera.keysUp.push(87); 
			*/
			var camera = new BABYLON.ArcRotateCamera("camera",0,0,0,BABYLON.Vector3.Zero(0,10,0), scene);
			//var camera = new BABYLON.TouchCamera("camera2", new BABYLON.Vector3(0, 10, 0), scene);
			//var camera = new BABYLON.GamepadCamera("camera2", new BABYLON.Vector3(0, 15, -45), scene);
			//var camera = new BABYLON.DeviceOrientationCamera("camera", new BABYLON.Vector3(0, 1, -15), scene);
			//var camera = new BABYLON.FollowCamera("camera2", new BABYLON.Vector3(0, 15, -45), scene);
    		//camera.lockedTarget = model;
			//camera.setPosition(new BABYLON.Vector3(0,5,-10));

			camera.setTarget(BABYLON.Vector3.Zero(),scene);

			camera.attachControl(canvas,false);

			var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0,1,0), scene);

			light.intesity = 0.5;

			var body = BABYLON.MeshBuilder.CreatePolyhedron("body", {type: 10, size: 0.7},scene);
			var materialBody = new BABYLON.StandardMaterial("bodyMat",scene);
			materialBody.diffuseColor = new BABYLON.Color3(1,0,0);
			body.material = materialBody;
			body.position.y = 5;
			body.position.x = -50;
			body.rotation.x = Math.PI/4;
			body.rotation.z = .19;

			var head = BABYLON.Mesh.CreateBox("head",0.7,scene);
			var materialHead = new BABYLON.StandardMaterial("HeadMat",scene);
			materialHead.diffuseColor = new BABYLON.Color3(.5,.2,0.3);
			head.material = materialHead;
			head.position.x = -4.5;
			head.position.z = -3;
			head.position.y = 1;



			var apple;
			BABYLON.SceneLoader.ImportMesh("","Finalproject/", "apple1.obj", scene, function (meshes) { 
   				apple = meshes[0];
   				apple.parent = sphere1;
   					/*engine.runRenderLoop(function() {
			//scene.activeCamera.alpha += .01;
				apple.rotation.y +=0.1;
			scene.render();

				});
*/
   			});

   			/*var sphere1 = BABYLON.Mesh.CreateSphere("sphere1",1,1, scene);
			sphere1.position.y = 0.7;
			sphere1.material = myMaterial;
			var myMaterial = new BABYLON.StandardMaterial("myMaterial", scene);
			myMaterial.diffuseColor = new BABYLON.Color3(0, 1, 0);
			*/
			//sphere1.parent = apple;
		

			var snake ;
			BABYLON.SceneLoader.ImportMesh("","Finalproject/", "alphaSnake.babylon", scene, function (newMeshes, particleSystems, skeletons) {

            snake = newMeshes[0];

            snake.position.y = 2;
            snake.rotation.z = -0.07;
            snake.rotation.y = 10;
            snake.rotation.x = 25;
            snake.position = new BABYLON.Vector3(0, 0, 0);  
            head.parent = snake;
                        

            var isvisible = false;
            window.onkeyup = function(event) {
            	event = event || window.event;
				var keyCode = event.which || event.keyCode;

				switch(keyCode) {
					// W key
					case 87:
						snake.position.x +=3;
						//scene.beginAnimation(skeletons[0], 0, 60, true, 1.0);
						if (head.intersectsMesh(apple, false)) {
  							isvisible = true;
						}				
						break;

					// A Key
					case 65:
						snake.position.z +=3;
						
						//scene.beginAnimation(skeletons[0], 0, 60, true, 1.0);
						
						break;

					// S key
					case 83:
						snake.position.x -=3;
						
						//scene.beginAnimation(skeletons[0], 0, 60, true, 1.0);
						
						break;

					// D key
					case 68:
						snake.position.z -=3;						
						//scene.beginAnimation(skeletons[0], 0, 60, true, 1.0);
						
						break;

										
				}
			};

			scene.registerBeforeRender(function(){
				if(isvisible == true) {
					apple.dispose();
					/*sphere1.scaling.x = 5;
					sphere1.scaling.y = 5;
					sphere1.scaling.z = 5;
					sphere1.position.y = 2.5;
					sphere1.material = myMaterial;
					apple.scaling.x = 0;
					apple.scaling.y = 0;
					apple.scaling.y = 0;
					*/
				}			
            });
        
        });

			
			return scene;
		};

		var scene = createScene();

		engine.runRenderLoop(function() {
			//scene.activeCamera.alpha += .01;
		/*	if(isvisible == true) {
				sphere1.scaling.x = 0;
			}
		*/
			scene.render();

		});

		window.addEventListener("resize",function(){
			engine.resize();
		});

	</script>
</body>
</html>

 

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There is no real difference between an imported object over one made using MeshBuilder.  The most likely problem is either you assigned the wrong mesh to apple ( use scene.getMeshByName('blendername') not meshes[0]), or your code is not getting called.  Add a console.log message just before the dispose to verify it is getting called.

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@giorfasolini

I don't think this line of code will work:

BABYLON.SceneLoader.ImportMesh("","Finalproject/", "apple1.obj", scene, function (meshes)

For importing .obj files see this thread

cheers, gryff :):

 

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