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Found 287 results

  1. http://babylonjs-playground.com/#RC9CZ Hello, I'm currently developing a small game and need to rotate a mesh to a point. I want to set the rotation of a mesh to face a specific point in the "3D-Room". I hope anyone can get this cylinder in the playground to face to (0|0|0). Thanks a lot, Josh
  2. Hello guys , As i unity developer i just want to ask a quick question Which method in mesh class Match update function in unity .. What it means i want each mesh to have it's own update method rather use scene.registerBeforeRender() Which controls every update/render happens in the scene I've used those func's mesh.onBeforeDrawObservable() mesh.onAfterRenderObservable() But Explicitly i don't know if it's best choice or not and i have little problem with it .. Also those methods can't be executed behind camera view (the mesh must be in the view of camera to allow those type of functions to be executed) so guys what do u think ? Thanks in advance
  3. If you have seen my collision with stls post, please disregard it unless you have a solution. recently I stated using Clara.io instead of sketchup, and I made a house for testing. The problem is is that when I use BABYLON.SceneLoader.ImportMesh("", "assets/", "Clara_th.babylon", scene, function (newMeshes) { let house = newMeshes[0]; house.checkCollisions = true; house.position = new BABYLON.Vector3(75, 14, 50); }); I get collision with my walls, but only 1 of them move. I used boxes to make the walls and floor, all seperate objects, but the don't move as one. Is there any way to fix this? I tried this: BABYLON.SceneLoader.ImportMesh("", "assets/", "Clara_th.babylon", scene, function (newMeshes) { let house = newMeshes[0,1,2,3,4,5]; house.checkCollisions = true; house.position = new BABYLON.Vector3(75, 14, 50); }); But that didn't work. My site is here: http://giv0.gitlab.io/fpoy The terrain is for testing purposes. Thanks for any help! Givo
  4. I'm having an issue with collision. While messing around with terrain, I wanted to make a house, for said terrain. I made a little hexagonal house and exported a STL (I use sketchup web). It imported just fine, but I can't get any collision. My test site is here : (giv0.gitlab.io/Fpoy). I use gitlab because I love the Gitlab web ide and github has nothing like it. Thanks for any help, but if possible, I also need to size it down. I could probably do that on my own, but any efficient was is helpful. Ignore the terrain you spawn on, I was testing height maps and mixmaps and textures. Thanks in advance!
  5. Hi, I want to create city map with 3D buildings. I have GeoJSON with building data. I'm using this data to make 2D polygonal mesh (building shape). http://www.babylonjs-playground.com/#10IOII#14 (I've used example values) Is there way to add 3'rd dimension to it? I want to use my 2D mesh as base for 3D Object. Is it possible to store this 3D object as Vector3? I want to map all verticles and keep them around for future use. (I'm starting with babylon.js, i don't know is this proper way to do it.) { "type":"FeatureCollection", "features":[ { "id":"w26358613", "properties":{ "levels":8 }, "geometry":{ "type":"Polygon", "coordinates":[ [ [ 13.426143, 52.51832 ], [ 13.426195, 52.518392 ], [ 13.426155, 52.518423 ], [ 13.426192, 52.518479 ], [ 13.426252, 52.518476 ], [ 13.426296, 52.51854 ], [ 13.426473, 52.518496 ], [ 13.426319, 52.518275 ], [ 13.426143, 52.51832 ] ] ] }, "type":"Feature" } ] }
  6. I have an invisible mesh that is the parent of a few child boxes, ordered horizontally one near the other. I'm using the following line to figure out the size of a mesh: getBoundingInfo().boundingBox.extendSize.scale(2) When called on each of the child boxes, the vector returned is correct. When called on the parent mesh, (0, 0, 0) is returned. Is there a way to get the size of the parent, taking into account all of its children?
  7. Hi, I would like to create an environment with several objects (in the playground, 2 objects) that cannot be at the same position at the same time (cannot be superimposed). I used the moveWithCollisions method for the Mesh objects, and while it works as expected, when two objects collide and the ellipsoids around them are not identical in size, one of the objects goes to the top or to the bottom of the other. I would like for them to just stay in the same vertical position, and if they collide, simply prevent them from moving, not moving to the top or to the bottom of the other object. Is there any thing you recommend? Playground: https://playground.babylonjs.com/#1UK40Z If you move the red object towards the purple one, when they contact, the red object moves to the top of the purple one, and I would like them to stay one next to the other. Thanks!
  8. Refer to the playground url below, if we press Up arrow to move the camera ahead and we'll see that the GUI.Multiline is still visible. Is there any way to hide the GUI.Multiline when all the connected meshes are behind the camera? https://www.babylonjs-playground.com/#XCPP9Y#723
  9. Refer to the demo below, a GUI line can connect a mesh & a control at the same time by using: line.linkWithMesh(sphere); line.connectedControl = rect1; However, what I want to achieve is that let GUI line link with 2 meshes, each at the end of the line. (eg. line.linkWithMesh(sphere1, sphere2); Is there any way to achieve this? https://www.babylonjs-playground.com/#XCPP9Y#39
  10. I am getting the error: "Cannot merge vertex data that do not have the same set of attributes." when I try to merge a BABYLON.Mesh created using Vertex data with ones created with MeshBuilder. What attributes are different/am I missing? https://playground.babylonjs.com/#AGL702 (Line 26) Thanks
  11. I want to stop the animation but this code doesn't work please help my. var createScene = function () { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", 3 * Math.PI / 2, Math.PI / 8, 50, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); BABYLON.SceneLoader.ImportMesh("a", "scenes/", "ww.babylon", scene, function (newMeshes) { newMeshes[0].position = BABYLON.Vector3.Zero(); newMeshes[0].autoAnimate = false; newMeshes[0].autoAnimateLoop = false; }); return scene;}
  12. Hello, I have a use case where I would want to - create a mesh (for example- Cube) remove a vertex on some event (say mouse click) reconstruct the mesh I am able to remove the vertex from the mesh's verdata but when I use Delaunay triangulation to find the new Indices, the mesh geometry gets distorted. Not sure what to do here? Any help is much appreciated.
  13. I'm trying to add shadows and its not coming out too well. I think the high-poly count (100k) and lack of soft shadowing is producing some weird affects. This is the result from Babylon.js http://www.punkoffice.com/babylon/luke.html What I'm trying to do is find out if Babylon.js is suitable for animated photogrammetry-made humans. The only framework that I've gotten this working with so far is Unity 5, which you can see here http://www.punkoffice.com/luke/ My shadows are set up like this var shadowGenerator = new BABYLON.ShadowGenerator(4096, light); var mesh = newScene.meshes[0]; shadowGenerator.getShadowMap().renderList.push(mesh); shadowGenerator.useVarianceShadowMap = true; shadowGenerator.usePoissonSampling = true; mesh.receiveShadows = true; ground.receiveShadows = true; (using directional light as light source) Is there any way to make the Babylon.js shadow look like the Unity 5 one?
  14. Hello community, I'm new to babylonjs and I have a question concerning to the collision detection of holes in meshes. I want to recognize that a sphere flies through a hole (any kind of shape possible). I prepared a example with an cylinder which contains some holes (different shapes) at a random position. A sphere is moving up and down to collide with the cylinder and I want to know, if that sphere collides with a hole or with the surface of the mesh object. https://www.babylonjs-playground.com/indexStable.html#1ZQS9W#6 At the moment, the collision with the mesh object changes the color of the sphere on any 'collision'. My goal is, that the sphere changes the color only passing/flying through a hole, but the holes can be random positioned and could also have a random shape. It would be great if you guys can help/teach me how to achieves this.
  15. Hello all, I am trying to learn Babylon.js by making a simple game. But I have a problem. Some of the tiles I drew in Max2017 export wrong to babylon.js. Export to Substance Painter using a .FBX works and gives no problems. They are simple models and I don't see any faults, I have attached an image how it looks in Max and made a playground how it looks in Babylon.js, at some angles you can see through the faces to see the parts behind it. http://www.babylonjs-playground.com/#1UQADD#6 Can anybody see what I am doing wrong?
  16. Hi, Just found this bug: an error broke the scene if we try to clone a mesh when we are in VR mode. Here's a PG: https://www.babylonjs-playground.com/#K7YG35 Thanks !!
  17. Hello, I am new to babylonjs and am trying to extrude a non regular polygon towards the positive y direction. Going through the doc I couldn't find a way, it always extrudes it in the negative y direction. I found a hack using mesh.position.y += depth; but is there any other way of doing this ? Playground link : http://www.babylonjs-playground.com/#2EYZPE#7 Thanks.
  18. When creating a Box using BABYLON.MeshBuilder.CreateBox() I can pass it parameters like width, height and depth, but I don't see widthSegments, or heightSegments for example. Is there a way to do that?
  19. I've created a BoxGeometry and assigned it to a Mesh, then when I click on the Mesh I would like to trigger an update of the geometry, for example change its "size" parameter. Is there a method I need to call on the Mesh to update it? I can see that the size property of the geometry gets updated, but the Mesh is still using the cached version. This is probably an easy thing to do, but I'm struggling a bit as I'm very new to Babylon. I've created a PG here: http://www.babylonjs-playground.com/#JTA9RH Any help would be much appreciated
  20. Hi there, learning Babylon.js since 2 days I've created a "container" mesh (with no geometry), and then added to it 2 children meshes, a box and a sphere. I would like to pick the container mesh on mouseClick event, but actually either box or sphere get selected. Is there a way to ignore submeshes? I know there would be many workarounds, like for example creating the container as a box with a transparent material, but I was just wondering if there was a flag/parameter a can set when doing raycasting. Here you can find the PG: https://www.babylonjs-playground.com/#BD4L6U
  21. My scene meshes partially created uses ribbons. Orange meshes on picture. All meshes displayed good on screen , but when i try to export scene meshes to OBJ file, then ribbons created meshes not export to result file, without errors. Just nothing, except usual created meshes(black/gray on picture) in result OBJ file , after importing uses freecad/meshlab. And file size is tiny (looks like ribbons just not added to export flow). while i try export only ribbons , in import time i see error "no vertex field found" and file include only elements heading exported_wheel(4).obj
  22. for example i have: html button <button id="objButton" onclick="fileExport()"></button> result of var objtext = BABYLON.OBJExport.OBJ(OBJexport); // this is *.obj file syntax with meshes from scene what syntax should i use inside fileExport function, that popup window savefile in browser? I have syntax with link a href which work , but i need use button, because the program gui with buttons usually, but not with text links. this is a href syntax: function download(text, name, type) { var a = document.getElementById("a"); var file = new Blob([text], {type: type}); a.href = URL.createObjectURL(file); a.download = name; } after this, click link and can save file. I need button way. If possible not way where button press call a.click()
  23. Strange flickering on a glTF mesh with DefaultEnvironment www.babylonjs-playground.com/#T7A2L7#3
  24. Hello, I noticed that when I am working with a pre-existing model in some 3D creating environment, like 3DS Max, there are a lot of objects have what appear to be layers or children (not sure what the terminology is here). In the environment you're able to turn on and off the visibility of these layers. Like in the picture attached. I want to emulate what is in the picture but using Babylon Js. So that a user can load up a model and decide which layers are visible. Is there an example that already exists that does this? Appreciate the help.
  25. Good day folks! Im completely brand new to Babylon (3D site building in general) and have become an instant fan! Im having a few issues and would like to see if folks can help: 1. I want to have 4 boxes on my site and align 2 on the right and 2 on the left (Such as the "Fashion Show" demo on the main page), how to go about doing this? 2. I want to make my logo and place it between the boxes, any recommendations on how to make this happen? 3. Also I want to place images on the boxes and link them to another site when a person clicks them, how do an ahref in this type enviorment? 4. I would like to change the canvas to black, how to do this? Thank you for all your help💋 Meka