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jps0611 last won the day on April 3 2018

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About jps0611

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  1. This is pretty clever @Wingnut @Deltakosh! And it's super performant. It's nice that it picks up the inertial properties of the angularSensibility. For the last piece...I was able to achieve my final effect by doing the same for radius as well. (Luckily I'm using an orthographic camera mode so I don't need to make use of the radius). Check it out: https://playground.babylonjs.com/#QY1WYT#39 Buttery smooth! Thanks as always pals! JPS
  2. I'm guessing this is the most viable file to get my hands into: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/Inputs/babylon.arcRotateCameraPointersInput.ts
  3. Perhaps put more succinctly....I'd like to create a custom camera input that takes the existing inputs for the camera.beta controls....and remap them to update the camera.lockedTarget.y.
  4. Howdy friends, Got an issue I'm trying to sort out with how I want to customize the input controls for the ArcRotate Camera. I'd like to take the existing ArcRotate Camera and keep the Alpha inputs standard, but update the Beta inputs to move the lockedTarget of the camera. So imagine "scrolling" the canvas would move the camera and instead of move the Beta of the camera. Unclear where to begin on this. @Deltakosh I'd setup a playground but given it wouldn't be much more than the default ArcRotate template I've not done that here. Thanks for any help/suggestions! JPS
  5. Hi ya @Wingnut and @Deltakosh Gadzooks y'all are good! This is precisely the solution I was struggling to get to. Per usual...many many many thanks! Have a good weekend! JPS
  6. Howdy friends! How do you make an orthographic camera respond to the browser aspect ratio? Off the shelf it appears that it doesn't respond to the size of the viewport. Am I missing something? http://www.babylonjs-playground.com/#JLPAE Thanks! JPS
  7. Ah! Just simple trigonometry. For moving forward: camera.cameraDirection.x += Math.sin(camera.rotation.y); camera.cameraDirection.z += Math.cos(camera.rotation.y);
  8. Howdy, I'm building a custom camera controller using the CameraDirection and CameraRotation in order to preserve the inherent camera inertia. How the heck do I move the camera forward/backward using CameraDirection at the current Camera Rotation? Thanks! JPS
  9. @Deltakosh how do you address the issue where you rotate the camera rotation? cameraDirection seems to be agnostic of the current active cameras rotation...how would you update the cameraDirection while also taking into account the cameras current rotation? For instance...let's say I rotate the camera 45 degrees....then I want to update the cameraDirection to move forward 100 units IN that direction. Any helpers in BABYLON to help calculate this?
  10. Howdy, When I export a gltf from Blender...it creates a _root_ element where all the meshes become children. When I instance that parent I doesn't grab the children in the instance. Is there some magic I'm missing?
  11. Was afraid of that...I'll fill a ticket in the Webkit forum. And again....thanks for you hard work and diligence! JPS
  12. @Sebavan oh wow...this is much a much more interesting story than I first thought! Thanks for continuing to investigate!
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