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ian

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Everything posted by ian

  1. fixed second link http://www.babylonjs-playground.com/#1UF7BM#17
  2. fix URL github .babylon file http://www.babylonjs-playground.com/#MBFUI#20
  3. fix URL to gihub .babylon file http://www.babylonjs-playground.com/#MBFUI#19
  4. ian

    Bug inspector

    I get error. Related with Inspector preview.babylonjs.com/inspector/babylon.inspector.bundle.js:408 Uncaught TypeError: Cannot read property 'ValueAndUnit' of undefined at Object.t [as loadGUIProperties] (preview.babylonjs.com/inspector/babylon.inspector.bundle.js:408) at new t (preview.babylonjs.com/inspector/babylon.inspector.bundle.js:408) at t._createInspector (babylon.js:36) at HTMLScriptElement.n.onload (babylon.js:3) why happens this error? Is thre any bug in Inspector? greetings Ian
  5. If we model some visual models whit some tools (Bablyon,Max,Unity,....) and add box colliders around model. Is there any showcase how to do model and add colliders on model? Is there any exporter which know to export "model+model's colliders", and is there any BabylonJS importer which is capable to import "model+models's colliders"? Do BabylonJS has ONLY importers/loaders which know ONLY import/load model? Can any of this file format (FBX,, glTF, OBJ, .babylon, ToB .js....) export "model+model's collider" I would like such exporter/importer which is capable to import model_wi
  6. This your qul example could be included in Inspector for enable/disable (hide/show) physics impostors in scene. Now Inspector does not have any debug options for physics impostors. What do you think @Deltakosh @RaananW @Wingnut ? Who build Inspector(babylonJS debuger) ? So we can ping who build Inspector to include physics impostor debuging What are your opinion about adding physics impostor debuging in Inspector of BabylonJS. Greetings Ian
  7. @RaananW RaananW can you say anything about this topic? Is babylon.worjer.js this about your blog https://blog.raananweber.com/2015/05/26/collisions-using-workers-for-babylonjs/ Do we need babylon.worjer.js or not? Is babylon.js enougt? Are physics workers implemented in babylon.js or in babylon.worker.js? Do we need both babylon.js and babylon.worker.js if we want to use scene.workerCollisions = true; greetings Ian
  8. @adam Can you explain me what exactly this code do? What means shape.halfExtents and why you do mesh.scaling.x = shape.halfExtents.x * 2; mesh.scaling.y = shape.halfExtents.y * 2; mesh.scaling.z = shape.halfExtents.z * 2; and mesh.scaling.x = shape.boundingSphereRadius * 2; mesh.scaling.y = shape.boundingSphereRadius * 2; mesh.scaling.z = shape.boundingSphereRadius * 2; why number 2 ? greetings Ian
  9. if we set box1.physicsImpostor do we still have to set box1.checkCollisions = true; or can we remove box1.checkCollisions = true; from code? why we need .checkCollisions = true? Is not box1.physicsImpostor enought to do in code? Why/When we must do .checkCollisions = true for colliders? How .checkCollisions = true actualy works in babylonjs engine ? greetings Ian
  10. did you or anybody fix this ? Who is autor of python ToB exporter for blender? this.setPhysicsState({ impostor: 2, mass: .6, friction: .5, restitution: 0}); (does not work js error take chrome console error !! ) ToB export should generate green and not this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.6, friction : 0.5, restitution : 0 }, scene); (this fix those problems and objects/meshes have OK setup "Rigid Boxy" physics colliders/impostors) (every object in blender can has collider (box/sphere/capsule/cylinder/cone
  11. In following day I will post more details what are still problems. I will send original blender ToB js and hand fixed ToB file so we could do diff between those ToB js files. But my latest post definitely ToB shuld be fixed. I found some progress That ball and boxes with mass not fall through colliders. Greetings Ian
  12. @JCPalmer Hi, Definitely what you can/should change in ToB Exporter is. everywhere do from this.setPhysicsState({ impostor: 2, mass: .6, friction: .5, restitution: 0}); to this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.6, friction : 0.5, restitution : 0 }, scene); (value of : type of impostor, mass, friction, restitution should be as they are defined in blender under physics settings...) ----------------------- I might even ask someone for physics @RaananW if green line up is OK
  13. So I should code this myself. Or we have done anything like this?
  14. +just some info what I would like to achive. I am building components visual model and add box colliders around this model. Then I group this together in group in blender. Then I build final model from this components/groups and save them in FinalGroup. Than in new blender file i append FinalGroup and do ctrl+shift+A. Then I remove all groups. So I get meshes and instances. model+colliders. Now export this with TOWER_OF_BABEL to get js file (which have all "model meshes+all colliders"). So if we fix ToB. we can get qul exporter which can export model+coliders (FROM BLENDER -> .
  15. thank you for example how to make PLAYGROUND with TOWER_OF_BABEL. (So I just have to copy/paste exported js file in PG.) greetings Ian
  16. Ok I see. You emmbad ToB js in playground code. I will try to do my playground like you suggest. Greetings Ian
  17. Is possible to mirror desktop's browser screen to mobile screen. Keyboard and mouse of desktop mashine should have control. For example WSAD and mouse should control desktop borovser VR, but screen should also be mirror on phone (Android or iPhone or msphone) Greetings Ian
  18. This fix for ToB exporter. If ToB could correctly export colliders from blender, this could be BIG DEAL. BELEVE ME. But It is hard form me for now to debug colliders of physics,physics-plugin,cannon or oimo or exported ToB js file. Somewhere must be some bug.. Maybe @RaananW could help us/me to find bug and help us/me to repair/add/fix ToB .js file and than repair/fix ToB Exporter. Greetings Ian
  19. Deltakosh exporter ToB .js file is made from .blender file (I attach those files). It is a little bit complicated for PG! If you download Project.zip and run indexToB.html in browser. You will see that Ball fall through BoxCollider.134 (this box is under Ball...If you can enable inspector you will see it is BoxCollider.134....) "(scene.debugLayer.show(); is in code but as I see now it have problem with babylon.inspector.bundle.js F12 I don't know why ...(on server it works for me...)" whatever. THE MAIN PROBLEM IS THAT PHYSICS OF Ball and BoxCollider.134 is setup and
  20. JCPalmer I will prepare you blender file and now ToB js and how new ToB js should be (tomorrow or some day after tomorow...) I would like to know opinion of problem from someone (maybe @RaananW ) why Ball in this example fall through box impostor/collider. In this example Ball should not fall through box collider/impostorji below Ball. I don't know why physics here not work (Cannon or Oimo). I don't know if problem is in my (by hand repaired js ToB file OR IS THERE ANY PROBLEM IN babylon.js file around physics ? Can @RaananW or @Deltakosh chach or debug my example and ba
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