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Gizmo Get Distance in Local Space


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I tried this so far:

console.log('Parent: ' + this.parentMesh.position);
console.log('Origin: ' + this.origin);
const mat = new Matrix();
const diff = this.parentMesh.position.subtract(this.origin);
if (diff) {
console.log('Diff: ' + diff);
const quat = Helper.QuaternionToBabylon(this.assemblyItem.quaternion);
const trans = BABYLON.Vector3.TransformCoordinates(diff, mat);
console.log('Transformed: ' + trans);

But X Value is correct but also there is a difference in Y, even If i didnt drag Y.


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On 8/31/2018 at 6:01 PM, babbleon said:

The difference in Y is very small though. If you rounded to, say, 8 decimal places it would = 0.

The diff is 4.6 and it should be 0 because in local space I only moved on X Axis.

On 8/31/2018 at 6:49 PM, trevordev said:

Which gizmo are you using? Do you have playground code I can look at?

The PositionGizmo with updateGizmoRotationToMatchAttachedMesh = true;

When I rotate the Mesh for 30 degrees and move it to with the x direction, then I want the distance I move on this axis.

I will create a PG and post it here.

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Ok already got the solution after browsing git repo

const tmpMatrix = new BABYLON.Matrix();
const localDelta = new BABYLON.Vector3();
tmpMatrix.setTranslationFromFloats(0, 0, 0);
Vector3.TransformCoordinatesToRef(diff, tmpMatrix, localDelta);
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