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  1. Hi everyone, I'm trying to port an avatar editor made with AS3. The original app makes use of the gskinner Color Matrix class for adjusting brightness, contrast, saturation and hue of each part and stores those values in a DB. So imo I have two options here: 1. Port the class to js and try to use the stored values as they are. 2. Find an algorithm to transform those values to use them with PixiJS Color Matrix Filter directly. As I'm not very good at maths I've tried the 1st option so I ported the class to JS and tried to use it as the matrix for the color matrix filter. Saturati
  2. Simple: I need the Rotation Matrix from the default Arcrotate Camera. I read somewhere in the forum, i need to decompose the Camera Matrix, i can' t find it anymore. Subquestion: It is possible to grab the data via mouseevents ? Thanks' Playground: https://www.babylonjs-playground.com/#SQP9E0
  3. hi i get confused by the function Matrix decompose() api in this tutorial https://doc.babylonjs.com/resources/frame_of_reference i know mesh has its world matrix and its local frame of reference after apply some transform ( position, rotate and scale) whenever we want to get the mesh`s world matrix we can call mesh.getWorldMatrix(true); right? and i see lots of people use decompose() function after i checking its usage i thought the decompose() is for decompose a matrix like the mesh world matrix to get how the mesh be transf
  4. hi, I'm new to Phaser and recently translating a Cocos2dx extension to Phaser(2.8.7) with Typescript. This extension is written in C++ and basically is a skeleton animation run-time, it uses an additional matrix (3x3) to transform the cells (CCSprite object, similar to the Phaser.Sprite) of the skeleton. In Cocos2dx, the additional transformation is done by the following code, the CCSprite object stores this matrix as m_sAdditionalTransform, and re-calculate its local transformation matrix m_sTransform. (simplified from CCNode::nodeToParentTransform) // Translate v
  5. Hello everyone!I plan to use the Kinect v2 (that for xboxOne) to move an avatar in my scene.My idea was to gain the quaternions of jointOrientations and then change the appropriate bone matrix. Nevertheless, the jointOrientations are expressed in global rotations (each jointOrientation indicates the direction of the joint in absolute coordinates) while, if I understand it, I can only modify the local matrix of skeleton bone. So I am trying to convert local jointOrientation in local rotation:var joint; //the joint of kinectvar parent = joint.Parent();var localOrientation = BABYLON.Quaterni
  6. Hello. I've been experimenting and enjoying Babylon.JS; thanks for all the hard work on the library. I've been trying to blend loaded model bone animations and run into issues. The simplest case would be idle->walk->run loops. This has been mentioned a while back (pre v2) here, here, and here. While you can call custom animations on each bone (ie, arms get one frame set, legs get another), this doesn't help with easing between animations that use the same bone. Another suggestion was storing the combined animations in the model, but that doesn't allow for smooth transitions (or per
  7. It looks like mesh.lookAt() doesn 't work correctly if either the mesh and/or it's target are parented; is this intended or not? https://www.babylonjs-playground.com/#FZEH1H comment line 27 out for correct behavior.
  8. Hello. I want to make Sprite size (width, height) transform independent (constant sprite size). What I mean is whenever I change transformation matrix it should apply for coords, but not the size of the sprite. I've been looking into sources and found 2 ways to do that, but I don't like neither of them. 1) Different containers: Right now I change main container's (stage) matrix and it applies for all children in it, which is great, but not in my case. I can split objects that I want to be scale size independent into another container and only sync translation, which is a bit odd to m
  9. Hi everyoneIs there a tool to generate a live preview of the Matrix PIXI.I'm talking about being able to preview live the transformation of a sprite, and get the code.I find it very long and hard to do a lot of rending testing each faith to search the good behavior.It would be really great if someone could make a small live generation tool. (HTML) i made a sample on PS To help understand my need. I hope this overview helps to understand. Ideally, it be something similar to this awesome tools by Karl Matt (bigtimebuddy) https://pixijs.github.io/pixi-text-style/# I would
  10. Hi Again, Let me explain what I'm trying to do first: I want a panel of 3D objects which line up along the left-hand side of the canvas/viewport. I'm trying to create an object factory of sorts. The user will click and drag objects from the object factory into the scene proper, the code will clone the selected object when this occurs. I'm using two scenes for this, one is the main scene, with a ground and control-enabled camera receiving the clones and accumulating state; and another scene, for the factory, that is essentially static but has a camera and lights and meshes (the fac
  11. I want to make my camera follow an object, but I also need the ability to look around, the only thing I need at the moment is the camera rotation quaterion or matrix. Is it possible to calculate it somehow? If I had Z vector of camera I could just move camera back by Z vector times n from player and it would work well. If there is a topic about it leave a link below.
  12. Is there any way to get references to the bones a mesh is influenced by? I see there is : I need to get the names of bones.
  13. When trying to achieve a task involving matrices I found I did not get the expected results on my mesh. Exploring further and checking out values using using the console I found I was getting integers not floating point values when displaying individual elements of a matrix. This is the same in Firefox and Chrome. If it is not some sort of console error then the use of individual elements for calculations within BJS could not be right (but BJS works?). Here is a PG example that shows what I mean http://www.babylonjs-playground.com/#1ST43U#13 After the matrix is computed the first fou
  14. Hello everyone, http://babylonjs-playground.com/#RZGEH#0 In the example above, on the left should be exactly what's on the right. But, the mesh should stay in place, I don't want to change its position to compensate for the new pivot point. ajustPosition bellow should be 0. var offsetUnit=2; var ajustPosition=offsetUnit; var box1 = BABYLON.Mesh.CreateBox("box1", 2, scene); box1.position.z = -2+ajustPosition; box1.setPivotMatrix(BABYLON.Matrix.Translation(0, 0, -offsetUnit)); How to set the pivot point and keeping the mesh in place without changing its position?
  15. I really need help understanding the GLSL versions of the provided BABYLON uniforms. I have seen them called so many different names depending on who's docs your reading. The ONLY ONE I know for sure is in babylon.js when you say 'worldViewProjection' that is the GLSL computation of 'gl_ProjectionMatrix * gl_ModelViewMatrix' or you can use the built-in shortcut 'gl_ModelViewProjectionMatrix' I need someone who know BABYLON JS GLSL Stuff to PLEASE PLEASE PLEASE... Tell me what the others equal in GLSL terms: view = gl_??? projection = gl_??? (maybe its: gl_ProjectionMatrix )
  16. Hi guys, I was trying to load obj meshes to the scene and for reusing them, I tried the method "createInstance". However, I can't set the matrix of each instance by assigning each mesh a "_worldMatrx". I am confused with the issue. Is there any methods for setting the mesh matrix? Sorry for the rookie question, any suggestion will be helpful. Thank you in advance.
  17. I need some help to optimize algorithm. I have a matrix of sprites and I am highlighting a part of it. It can be rectangle or square it doesn't matter. I need to hide all sprites of this matrix that do not belong to the given area. I have this function which is highly non-optimized i.e 4 nested "for" cycles: hideMatrixArea: function(slotTwoDimArray, row, col, numRows, numCols) { var i = 0, j = 0, k = 0, t = 0, matrixWidth = slotTwoDimArray.length, matrixHeigth = slotTwoDimArray[0].length; for (i = 0; i < matrixWidth; i += 1, k +
  18. Is it possible to use Phaser's QuadTree without enabling the physics system? I don't really need Physics I just want to check if mouse is over a specific tile of a large matrix. I have a matrix of sprites and it can grow or shrink. Roughly it can have from 70 up to 1500 tiles. I can use nested "for" cycle to visit each sprite tile and check if mouse cursor is over it but this check happens mostly each update cycle which means 60 frames per second times 1500 checks, that is 90000 checks in the worst case every single second. Quad Tree uses adjacency tiles to find if mouse is over
  19. Hi, I know that the worldMatrix and projectionMatrix are computed from other properties (like position/rotation/rotationQuaternion/scaling for worldMatrix and fieldOfView/ZNear/ZFar for projectionMatrix). I would like to know if I can proceed the inverse way. I mean I want to set these 2 matrices and automatically update the other properties which depend on it. Thanks for your help,
  20. I am working on a project within PIXI that requires me to shift the hue of a saturated rainbow gradient in a loop so it looks like its moving. I figured this would be cut and dry, since changing the hue of said image in Photoshop make it appear as if its moving. When starting out and getting the filter in place and animating, I was perplexed by the results. The colors looked nothing like I expected nor could have predicted. You can see a little demo of what I'm talking about and seeing on codepen here. I started digging to see what could be the problem, trying different image formats
  21. Not sure if this is a bug or just my misunderstanding. I am trying to make a mesh parent of another mesh without changing the transforms (position, rotation and scaling) of the child mesh in the world frame of reference Similar to this discussion Keep child's world position when parenting As shown in the above discussion I use the following kind of function to do this function makeParent(child, parent) { var invParentMatrix = Matrix.Invert(parent.getWorldMatrix()); var newMatrix = child.getWorldMatrix().multiply(invParentMatrix); newMatrix.decompose(child.scal
  22. I've been studying Babylon and my teacher asked me to do this application, which I have to get the matrix values and display on canvas linking these points with a cylinder. But everytime I run the code, it says that there is a Compilation Error: matrix is undefined, even though it shows exactly what I need Running on an HTML page it says that the problem is at the 93 line matObjects.diffuseColor = new BABYLON.Color3(matrix[i][6], matrix[i][7], matrix[i][8]); What could be wrong? Playground:http://www.babylonjs-playground.com/#KNMZ0#15
  23. I'm sure this has been covered before and I've read some of the tutorials covering topics like this, but I'm still struggling. I have a mesh that is parented to my camera and I want to to be able to transform it from the parented position/rotation to the world's position/rotation. Doing position is easy since I can just get _absolutePosition, the rotation I am still stuck on. Could you please advise? Also, if you have any recommendations for references/resources on matrix operations and quaternions that would be greatly appreciated. I have advanced math educ
  24. Hi there, I've got an issue, and I guess "it's not a bug it's a feature", but when applying scaling to an object and setting an other object's parent as the aforementioned object, the scaling of both objects becomes the same, even if parenting is set up after applying scale on the parent. Here is a Playground to demonstrate the issue : Playground link Here you can see that the sphere's scaling should be (1, 1, 1), the default scaling, but instead it has the same scaling as its parent (2, 3, 5), even if the scaling has been set up before linking those objects. I guess that Babylon sets the s
  25. I have a shader that I am trying to use at a specific sprite in my game, but filters seem not to be relative to the sprite, but rather world-pos 0, 0. I would like to render this filter at a different point, but also the "camera"/world may be zoomed in/out and rotated a bit. I am probably looking for a world-matrix of some sort, but can't find one, so I assume it doesn't have one. Here is my shader code for the filter: this.fragmentSrc = [ // Based on http://glslsandbox.com/e#25456.0 "#ifdef GL_ES", "precision mediump float;", "#endif", // Yuldashev
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