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Everything posted by ssaket

  1. Please ask questions on as this site is becoming read only. You can use to serialize and then load it back again
  2. ssaket

    General GUI troubles

    @Dad72 yeah.. there's no thicknessColor´╗┐´╗┐ property at all, in docs as well as in code. The border takes it's color value from input.color
  3. ssaket

    General GUI troubles

    It's because the border code is being sitting inside the the isFocused for like 2 months ­čś▓ It's strange no one noticed it. Even me, while working on it last week ! ohh God!
  4. ssaket

    General GUI troubles

    Hello All, I would like to add one - Previously the grid used to work fine, and the above PG creates 3 inputTexts, but now it's just creating or I should say "showing" only 1 inputText. I'll check on it tomorrow
  5. Hello and Welcome ! It would be helpful if you can create a playground for the same, you can try - (for typescript) for javascript) Just copy-pasting the code without any indentation makes reading really difficult. Coming back to the error, it's mostly because the scene is undefined
  6. Hi, You can use TransformNode to achieve this, posting one of my previous threads -
  7. Not sure ! It won't be accurate also, 0 by default. How would you figure out the angle? Meanwhile you can try these resources -
  8. Hello, I thought you know the face direction; well anyways, in the skull example, first task would be to figure out the direction which we know is the face. As of now, I use pickInfo to find the index. Here check it out You need to click on the face first then it will rotate to sphere's position. Edit: for skull mesh, the front normal index is 49731(approx.), if you have this you can't skip the pickInfo part, here
  9. PG please, meanwhile have you checked the context, this looks like window to me.
  10. Use (some coord - position vector of object) to find the new direction, then using face normal's direction vector as old face vector , find the angle between them.
  11. Is the face a vector ? If yes, then what you can do is - First find the new direction; this can be achieved by doing (some coord - face vector) After that you have find the angle between the old face vector and the new vector found by step 1. Use this angle to rotate the object mesh
  12. just a quick demo, not efficient though, change the texture using select -
  13. Not sure how efficient this is but you can interact through normal javascript using DOM events, same can be used for making POST requests to the server. Follows a demo in which I try to change the sphere's height by taking value from input text -
  14. Well, that's really strange. Have a look at this, I copy-pasted your code and it's working fine. May be you should check the url again; Would be great if you could repo the same on PG, if it's still not working for you
  15. Hello and welcome ! To stop these warnings you have to specify them as externals in your webpack's config file, also please go through, it contains all the necessary information. externals: { "oimo": true, "cannon": true, "earcut": true },
  16. Hello @JohnK, one small correction - file name should be dummy.babylon not dummy.babylon.js. Cheers
  17. Thanks @Wingnut. Though still strange to me, why it is not able to apply transform properly without using scene.onReadyObservable, Is it a bug ?
  18. Hi, Welcome to the forum you are missing to load the GUI module, It's not included in the babylonjs cdn, hence you need to load it separately ( Running code -, though I changed the dummy3 to rabbit.
  19. Hi Devs, I am trying to rotate PlanePanel using TransformNode, but one strange thing that I observed is it's causing overlap between the meshes/buttons. Am I missing something here ? PG-
  20. Relative links won't work in webpack (has to be relative to dist not src )... I don't think you need to specifically provide .mtl file, loader will take care of it. Posting one prev. thread- you can checkout the sample directory structure here, -
  21. Hello, welcome to the forum The first error is not an issue. Second is a the real problem, need to see the code, a PG would be best.
  22. No, but there has to be at least one imposter in the scene because of it's definition - e.prototype.updraft = function(e, t, i, r, n) { if (void 0 === n && (n = a.Center), !this._physicsEngine) return f.Tools.Warn("Physics engine not enabled. Please enable the physics before you call the PhysicsHelper."), null; if (0 === this._physicsEngine.getImpostors().length) return null; var o = new s(this._scene,e,t,i,r,n); return o.dispose(!1), o } Imposters basically allows interaction between the physics engine and the objects. May be someone can explain it better. The getData was not working because the imposter had 0 mass, here have a look -
  23. PlanePanel doesn't have rotation property, hence assigning value to PlanePanel.rotation won't work; you can try TransformNode for this. Regarding combining the 3 buttons, you can refer this -
  24. Nope.The PG is missing physicsImpostor. Not sure what you are trying to achieve, so I added ground imposter -