Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by jroosterman

  1. Hey Guys, I have an object parented to a modified ArcRotateCamera. The Camera can pan left and right. I want my object to move left and right with the camera but not rotate when the camera rotates around its target. Is there any way to freeze the rotations of a mesh so that it does not rotate with its parent?
  2. I set up an OnKeyDownTrigger Action for my scene. scene.actionManager = new BABYLON.ActionManager(scene); scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, keyDownAction)); ... var keyDownAction = function (evt) { if (evt.sourceEvent.keyCode == 37) { evt.getSceneSomehow().doSomethingWithScene(); } else if (evt.sourceEvent.keyCode = 39) { evt.getSceneSomehow().doSomethingELSEWithScene(); } }; In the keyDownAction I want to get a reference to the scene that registered the action. Can I do this?
  3. I have a group of meshes that have OnPointerOverTrigger events. When I mouse over them the event triggers. However, when I mouse over them while they are behind another object that has no events, the OnPointerOverTrigger still triggers. Is there a simple way to make OnPointerOverTrigger not trigger when the mesh is behind another mesh?
  4. Thanks, that worked. As a note I also had to do camera.attachControl() as well, otherwise my camera would move.
  5. I am working on a project that switches between a handful of scenes. To do this I load all of my scenes at the start so you can switch between them quickly. You start out in an overall view of the area and you can click markers to go into rooms. In the rooms are more makers that are hooked up to click events. However If one of the markers in the scene is in the bottom left of the screen per say and I move to a different scene, If I would click in the bottom left of the screen the click event of the previous room triggers. How do I make sure that click events are only active for t
  • Create New...