ssaket

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  1. Like
    ssaket reacted to NRA in General GUI troubles   
    @Deltakosh
    @Dad72
    @ssaket
     
    Thanks all the attention to my issue!
  2. Like
    ssaket got a reaction from Wingnut in General GUI troubles   
    It's because the border code is being sitting inside the the isFocused for like 2 months 😲  It's strange no one noticed it. Even me, while working on it last week ! ohh God! 
  3. Like
    ssaket reacted to Dad72 in General GUI troubles   
    The ideal would be to have a border color when we not have the focus and another border color when we have the focus.
    input.color = "black"; // No focus input.focusedColor = "grey"; // Focused; I saw in the code of PG: thicknessColor, but I think that does not exist. I did not see this property in the documentation. Maybe it was not added and it exists in the source code ?
  4. Like
    ssaket reacted to Deltakosh in General GUI troubles   
    Ok fixed. It was a bug in the recent InputText changes: https://github.com/BabylonJS/Babylon.js/commit/7596cba2f43a30be6d77d69995bb3d83b9037625

    Pushing the nightly right now
  5. Like
    ssaket reacted to Deltakosh in General GUI troubles   
    @ssaket fix on its way
  6. Like
    ssaket reacted to NasimiAsl in How to have normal alpha gradient?   
    hi @CorayThan
    https://www.babylonjs-playground.com/#1U5KWI#1
  7. Like
    ssaket reacted to NasimiAsl in Shared transparency   
    hi
    https://www.babylonjs-playground.com/#1TYWYB#188
    you can use 2 renderTarget for make that
    1. for render transparent area inside of black Area https://www.babylonjs-playground.com/#1TYWYB#186
    2. render nan transparent meshes  https://www.babylonjs-playground.com/#1TYWYB#187
    then mix that with postprocess
     
  8. Like
    ssaket reacted to kcoley in Babylon.js Team Blog   
    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium.  Here is the link to the medium page.  We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  9. Like
    ssaket reacted to coolroar in Catacombs -- 3D   
    To INFINITY and  b e  y   o   n    d !
    Now the lattice develops as you approach, adding chambers ahead of you using chambers that you've left behind.
    Your processors only have to manage 16 total chambers instead of XxYxZ chambers for an XxYxZ sized lattice.
    So better frame rate and an infinity of chambers!
    PG:-------------- 👉   https://www.babylonjs-playground.com/#USDWIJ#5 👈

    For challenge, try to make your way to an exit -- exits are at grid coordinates that are divisible by four: [4, 4, 4], [40,-12,8], etc. 
    Another challenge: try exit a chamber and return through a different tunnel.

    The Code:
    My goal was to make a regular labyrinth: uniform sized and spaced chambers with tunnels connected to each nearest neighbor. To avoid sight-lines that extend beyond neighboring chambers, I based the chambers on the tetrahedron. The tetrahedron has four faces, none of which are parallel. Actually, I used the truncated tetrahedron which has hexagon instead of triangle faces. I extended the hexagons to form the tunnels.
    [Some of the code is kinda complicated and the commenting is rather sparse: I need to develop vocabulary.]
    The following may help.
    Some interesting characteristics of this tetrahedral lattice:
    Adjacent chambers are mirror images.
    The absolute values of the components of a vector between neighboring chambers are equal (opposite corners of a cube).
    So with a grid increment gi, a chamber located at [a,b,c], its four neighbors would be at:
               [a-gi, b+gi, c+gi],
               [a+gi, b+gi, c-gi],
               [a-gi, b-gi, c-gi],
    and    [a+gi, b-gi, c+gi].
    Since neighboring chambers are mirrored, the signs of gi must be reversed for alternate chambers. (PG lines 166 - 178)
    If the grid increment gi = 1, as it is in the PG, the chamber grid coordinates will all be even or all be odd:
    [even, even, even] or [odd, odd, odd].
    See nearestLatticePoint()  (PG lines 200- 230)
    __________________________________________________________________________
    Please come back with your questions and suggestions!     💡 👉
  10. Like
    ssaket reacted to ozRocker in Dynamic bodyshape demo   
    I've been experimenting with a tool for shoppers so they can create their bodyshape in realtime and see which clothes fit them (whether that's a viable platform or not depends on the what the shoppers think)
    Here is the LIVE demo: https://punkoffice.com/bodyshape
    There was a bit of stuffing around to make this work.  I had to separate the body-parts into polygroups.  To do this I needed to add code to the Blender exporter so it would export vertex groups.  Then I added code to the Babylon.js library to be able to parse the vertex groups from the exported JSON file.  I've got a base model and an overweight model and I'm basically morphing polygroups from base to overweight.  The girl was a housemate that I scanned but her bodyshape is a female from MakeHuman http://www.makehumancommunity.org/.  The overweight morph target was also made in MakeHuman.  I use Wrap from these guys https://www.russian3dscanner.com/ so I can change the topology of my scans to another topology (in this case, the MakeHuman avatar).
    This is all done via the CPU.  Maybe a better coder than me can get it working on the GPU.

  11. Like
    ssaket reacted to NasimiAsl in draw font inside of shader   
    https://www.babylonjs-playground.com/frame#HJSZ84#19

  12. Like
    ssaket reacted to JohnK in Solid Particle System UVs: particle[p].setVerticesData( )   
    Here is a version that gets close. Its in Javascript rather than typescript but might help you spot any issue with your PG. Doesn't deal with non-letters and letters are applied to all sides. Also I made the cuboids immovable but this can be removed.
    https://www.babylonjs-playground.com/#UIIK1W
    And here is one using an second SPS of labels in front of the cuboid
    https://www.babylonjs-playground.com/#UIIK1W#1
  13. Thanks
    ssaket reacted to JohnK in Rotation to the target vector   
    You may find this useful https://www.babylonjs-playground.com/#E0KDHN as well which rotates the mesh using lookAt
     
    EDIT 21/12/2018
    A bug in lookAt, to do with z -direction, was corrected in BJS 4.0 making the correct version of the above PG for version 4.0 and above https://www.babylonjs-playground.com/#E0KDHN#2
  14. Like
    ssaket reacted to jerome in Changing few vertex position in a mesh   
    You could just update the 16 wanted vertices and still pass the whole modified buffer (verticesData).. The bottleneck isn't usually in the size of the buffer to be passed to the GPU but rather in the user logic. Have you profiled your code to check where the time was spent and what was responsible for this time consumption ?
    BJS provides a feature that could fit your need, called the Solid Particle System (SPS), with many optimizations already set : https://doc.babylonjs.com/how_to/solid_particle_system
    and the ability to update only some parts of the system (mesh) and to use a single texture too.
     
  15. Like
    ssaket reacted to Sebavan in Test onPointerObservable   
    onPointerMove is triggered only when smthg has been picked.
    you could use onPrePointerObservable to ensure you ll be called on every move.
  16. Like
    ssaket got a reaction from VoyVoda in Interaction of 2D & 3D UI with Babylon   
    just a quick demo, not efficient though, change the texture using select - https://codepen.io/anon/pen/OaxabZ
  17. Like
    ssaket got a reaction from VoyVoda in Interaction of 2D & 3D UI with Babylon   
    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  - https://codepen.io/anon/pen/OaxabZ
  18. Like
    ssaket got a reaction from Wingnut in Interaction of 2D & 3D UI with Babylon   
    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  - https://codepen.io/anon/pen/OaxabZ
  19. Like
    ssaket reacted to Wingnut in Interaction of 2D & 3D UI with Babylon   
    https://www.babylonjs-playground.com/#3U658N#15
    When you make the HTML GUI from within the scope of the BJS scene, things go fairly smooth.
    For my top button... look at line 81.  It sends some data to the setCamLateralLeft() func... at line 178.
    Line 179 alerts that data to screen.
    This all may be worthless information... IF your HTML was created outside-of the scope of the scene.
    So, ignore me at-will.  I could be off-topic and/or intellectually null & void.    I just wanted to show a playground demo that I once created... which MIGHT be pertinent.
  20. Like
    ssaket reacted to Sebavan in Error on loading .OBJ files   
    You can use the setParent() method to modify the hierarchy after loading: https://www.babylonjs-playground.com/#QY1WYT#40
    Now the meshes are under the "GROUPME" node and not "him" anymore:

      
  21. Like
    ssaket got a reaction from Sebavan in Turn off compiler warnings   
    Hello and welcome !
    To stop these warnings you have to specify them as externals in your webpack's config file, also please go through https://doc.babylonjs.com/features/npm_support, it contains all the necessary information.
    externals: { "oimo": true, "cannon": true, "earcut": true },  
  22. Like
    ssaket reacted to Nodragem in Can we customize the look of BabylonJS.GUI?   
    I made a progress bar using two rectangles, a container and a text block, here  I thought I would share because I am very proud of myself  !

     
    You can find the code to run it just here: https://playground.babylonjs.com/ts.html#P3XLK9
  23. Like
    ssaket reacted to NasimiAsl in 2D Point always same size in a 3D Mesh   
    https://www.babylonjs-playground.com/#1KUUC3#8
     
  24. Like
    ssaket got a reaction from Buzul in TransformNode on GUI3D PlanePanel causes overlap   
    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- https://www.babylonjs-playground.com/#HB4C01#53
  25. Like
    ssaket reacted to NasimiAsl in make environment Map texture from Playground Scene   
    http://www.babylonjs-playground.com/#8E7IHP#20