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Alex10

Cloning multiple meshes

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I try to clone the same mesh, but for some reason, the mesh is cloned once.

How to clone the same mesh many?

var loader = new BABYLON.AssetsManager(scene);
dom1mesh = loader.addMeshTask('dom1', "", "/static/game/dom1/", "dom2.babylon");
mesh = new BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
mesh.position = new BABYLON.Vector3( 5, 1, 5);
dom1mesh.onSuccess = function (task) {
    var nm = task.loadedMeshes[0];
    nm.position = new BABYLON.Vector3(10, 1, 10);
    nm.parent = mesh;
 };

mesh1 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
mesh1.position = new BABYLON.Vector3( 15, 1, 15);
dom1mesh.onSuccess = function (task) {
    var nm = task.loadedMeshes[0].clone('2');
    nm.parent = mesh1;
};

mesh2 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
mesh2.position = new BABYLON.Vector3( 25, 1, 25);
dom1mesh.onSuccess = function (task) {
    var nm = task.loadedMeshes[0].clone('3');
    nm.parent = mesh2;
};

mesh3 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
mesh3.position = new BABYLON.Vector3( 35, 1, 35);
dom1mesh.onSuccess = function (task) {
    var nm = task.loadedMeshes[0].clone('4');
    nm.parent = mesh3;
};

 

cloning.png

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Hello and welcome!

this is because dom1mesh.onSucess is a callback. You override it every time you set it.

var loader = new BABYLON.AssetsManager(scene);
dom1mesh = loader.addMeshTask('dom1', "", "/static/game/dom1/", "dom2.babylon");
mesh = new BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
mesh.position = new BABYLON.Vector3( 5, 1, 5);
dom1mesh.onSuccess = function (task) {
    var nm = task.loadedMeshes[0];
    nm.position = new BABYLON.Vector3(10, 1, 10);
    nm.parent = mesh;


    mesh1 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
    mesh1.position = new BABYLON.Vector3( 15, 1, 15);

    nm = task.loadedMeshes[0].clone('2');
    nm.parent = mesh1;

    mesh2 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
    mesh2.position = new BABYLON.Vector3( 25, 1, 25);
    nm = task.loadedMeshes[0].clone('3');
    nm.parent = mesh2;

    mesh3 = BABYLON.Mesh.CreateSphere(name, 8, 2, scene);
    mesh3.position = new BABYLON.Vector3( 35, 1, 35);
     nm = task.loadedMeshes[0].clone('4');
    nm.parent = mesh3;
};

 

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Ok I understand, but what if I clone the mesh in different parts of code?

For example, in the multiplayer game when there is a new player I need to clone already loaded mesh. And it is only the first time cloned.

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How can I clone without callback? Because I don't know how many go players. So I need dynamic cloning.
I have a game used to synchronize websockets.

scene = new BABYLON.Scene(engine);
loader =  new BABYLON.AssetsManager(scene);
var createScene = function () {
    .  .  .
    enemy = loader.addMeshTask('enemy1', "", "/static/game/", "name.babylon");
    .  .  .
    ws = new WebSocket(wsUri);
    ws.onmessage = function(event){
        var msg = JSON.parse(event.data);
        if(msg.e == 'new'){
            var newPlayer = new Player( msg.x, msg.y );
            newPlayer.init(msg.id);
        }else if(msg.e == 'move' ){
    .  .  .
    loader.load();
    return scene;
}

And every time the server receives a message via the web sockets that a new player:
 

function Player( startX, startY, is_local ) {
    .  .  .
    this.init = function (name, bot) {
        mesh = BABYLON.Mesh.CreateSphere(name, 16, 8, scene);
        mesh.material = new BABYLON.StandardMaterial('texture1', scene);
        mesh.material.diffuseColor = new BABYLON.Color3(0.7, 0.4, 0.5);
        mesh.material.alpha = 0.5;
        mesh.position = new BABYLON.Vector3(50, -3, -10);
        enemy.onSuccess = function (task) {
            var nm = task.loadedMeshes[0].clone(name);
            nm.parent = mesh;
        };
    };
    .  .  .
}

But cloning is triggered only the first time, in all other cases there is only a sphere, without a model.

Yj

cloned1.png

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