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Arte last won the day on December 24 2017

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About Arte

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  1. "Are you okay with no rotation when this is enabled?" - BIG Yes from me Thank you @trevordev
  2. Hi @keiz , No We need to ask @trevordev
  3. Sorry for the long silence. I've been busy this week. I came across and ... Magic happens! Older version than v3.3 setPivotPoint is a different from v3.3 and up (local pivot and global pivot) box.setPivotMatrix(BABYLON.Matrix.Translation(x,y,z), false); // Sorted everything (Regular playground) I still need to test NULL v4.0 using setPivotMatrix(BABYLON.Matrix.Translation(x,y,z), false), i will let you know if there is any issue. Thank you for your time
  4. Now i have complete mess. Parenting and pivots? 3.3 4.0
  5. @Deltakosh I updated npm babylonjs "Babylon.js null engine (v3.3.0)" , but for some reason I have same results as before. On PG is working perfect. 😕 ***EDITED*** I tried what @trevordev suggested "I would recommend using a parent object instead of the pivot" Results: BABYLON.CSG ignoring not just pivot but parenting as well??? My bad. I forgot sphere.computeWorldMatrix(true); But npm babylonjs still issue.
  6. Hi @iamnick I'm not sure whether it will help, but take a look at cameraToUseForPointers. scene.cameraToUseForPointers = scene.activeCameras[0];
  7. Now I can go-ahead with my project "Parametric Cabinet". Thank you and 👍.
  8. If you comment out line 55. Original part position - Out. Or comment out lines 67-79, to see original view.
  9. Tags docs:
  10. Another approach - Tags.
  11. @Deltakosh Regular PG results Serializer!!!
  12. @Deltakosh Shared files: index.html // create and download (serialised scene) serializedScene.json // downloaded json file (serialised scene) Loader.html // load serialised scene ENGINE using setPivotPoint and CSG Playground to compare Lets hope for the best
  13. Okay I'm creating everything on server side and passing data through assetsManager.addMeshTask. Does that make sense? Thank you for your time.
  14. 100% Same as in PlayGround /////////////////////////////// // CODE FROM NULL ENGINE var parent = BABYLON.MeshBuilder.CreateBox("Parent", {height: 3.2, width: 2.2, depth: 1.2,sideOrientation: BABYLON.Mesh.DOUBLESIDE}, scene); var mat = new BABYLON.StandardMaterial("material", scene); mat.alpha = 0.3; parent.material = mat; var part = BABYLON.MeshBuilder.CreateBox("Part", {height: 3, width: 2, depth: 1,sideOrientation: BABYLON.Mesh.DOUBLESIDE}, scene); part.setPivotPoint(new BABYLON.Vector3(0,1,0)); part.position.x = 1; // part.rotation.x = -1; part.parent = parent; var tool = BABYLON.MeshBuilder.CreateBox("Tool", {height: 1, width: 2, depth: 2,sideOrientation: BABYLON.Mesh.DOUBLESIDE}, scene); tool.material = mat; tool.setPivotPoint(new BABYLON.Vector3(5,-1,0)); tool.position.x = 1; tool.rotation.x = -1; // tool.parent = parent; var partCSG = BABYLON.CSG.FromMesh(part); var toolCSG = BABYLON.CSG.FromMesh(tool); var newPartCSG = partCSG.subtract(toolCSG); var newPart = newPartCSG.toMesh("csg", part.material, scene); // tool.dispose(); part.dispose(); // CODE FROM NULL ENGINE ///////////////////////////////