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Sailarg

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  1. I'm sorry to answer after so long, but I was very busy with my work. many times this helped me and this too
  2. Thanks for the reply, the error is: error: TypeError: Cannot read property 'animations' of undefined at i.beginAnimation (babylon.js:12) at (index):60 at p (babylon.js:32) at babylon.js:32 at m (babylon.js:32) at XMLHttpRequest.p (babylon.js:3) Yes, just as you say the array with the animations is empty, so it must be a problem of how to export truth? since that animation does have them, in fact I managed to load it using threeJS I'm sorry to have doubts, but I have rarely used blender or any other similar: I saw the log but I did not see anything out of the ordinary Exporter version: 4.6.1, Blender version: 2.79 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: C:\xampp\htdocs\pixeloide\planeta\ Python World class constructor completed processing begun of node: control general processing begun of mesh: Tierra low processing begun of Standard material: tierra Diffuse texture found "Map #8" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 2772 num normals : 2772 num uvs : 5544 num uvs2 : 0 num colors : 0 num indices : 14982 processing begun of node: mar processing begun of mesh: Mar low processing begun of Standard material: mar Diffuse texture found "Map #7" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 1707 num normals : 1707 num uvs : 3414 num uvs2 : 0 num colors : 0 num indices : 8988 processing begun of node: capa 3 abajo animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: Capa 3 abajo processing begun of Standard material: capa 3 Diffuse texture found "Map #9.003" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 2048 num normals : 2048 num uvs : 4096 num uvs2 : 0 num colors : 0 num indices : 7779 processing begun of node: capa 2 abajo animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: Capa 2 abajo processing begun of Standard material: capa 2 Diffuse texture found "Map #9.002" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 1651 num normals : 1651 num uvs : 3302 num uvs2 : 0 num colors : 0 num indices : 7110 processing begun of node: capa 1 abajo animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: Capa 1 abajo processing begun of Standard material: capa 1 Diffuse texture found "Map #9.001" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 537 num normals : 537 num uvs : 1074 num uvs2 : 0 num colors : 0 num indices : 2256 processing begun of node: capa 4 abajo animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: Capa 4 labajo processing begun of Standard material: capa 4 Diffuse texture found "Map #9" Image texture found, type: diffuseTexture, mapped using: "UVChannel_1" num positions : 1811 num normals : 1811 num uvs : 3622 num uvs2 : 0 num colors : 0 num indices : 5703 processing begun of node: capa 3 arriba animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: capa 3 arriba.001 registered as also a user of material: capa 3 num positions : 2062 num normals : 2062 num uvs : 4124 num uvs2 : 0 num colors : 0 num indices : 7470 processing begun of node: capa 2 arriba animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: capa 2 arriba.001 registered as also a user of material: capa 2 num positions : 1831 num normals : 1831 num uvs : 3662 num uvs2 : 0 num colors : 0 num indices : 7488 processing begun of node: capa 1 arriba animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: capa 1 arriba.001 registered as also a user of material: capa 1 num positions : 941 num normals : 941 num uvs : 1882 num uvs2 : 0 num colors : 0 num indices : 3720 processing begun of node: capa 4 arriba animation processing begun processing action capa 1 abajo|Take 001|BaseLayer: in[1 - 178], out[0 - 178] processing action capa 1 arriba|Take 001|BaseLayer: in[1 - 178], out[190 - 368] processing action capa 2 abajo|Take 001|BaseLayer: in[109 - 293], out[380 - 673] processing action capa 2 arriba|Take 001|BaseLayer: in[109 - 293], out[680 - 973] processing action capa 3 abajo|Take 001|BaseLayer: in[178 - 362], out[980 - 1342] processing action capa 3 arriba|Take 001|BaseLayer: in[178 - 362], out[1350 - 1712] processing action capa 4 abajo|Take 001|BaseLayer: in[293 - 470], out[1720 - 2190] processing action capa 4 arriba|Take 001|BaseLayer: in[293 - 470], out[2200 - 2670] processing begun of mesh: capa 4 arriba.001 registered as also a user of material: capa 4 num positions : 1701 num normals : 1701 num uvs : 3402 num uvs2 : 0 num colors : 0 num indices : 6300 processing begun of camera (FreeCamera): Camera processing begun of light (POINT): Lamp ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 3.3193 secs I tried the animation there too and the same thing happened, then I tried the animation of the Dude and did not run the animations either, so I assumed that the animations or something similar in the sandbox were not enabled, that's why I went to the example and try to do it myself
  3. good afternoon, I had not gone through here for work because I'm already a bit free again and I want to continue learning ^^. Note that they have made many changes so I started again from the basics. That is why I have an animation that a friend made for me made in untity, try to export it to .babylon but I can not do it, so I opened it in blender and exported it from there, the problem is that I can not load it correctly, it is say load the model and its textures if they load, but your animation does not, I tried it in the sandbox and the same thing happens, seeing the element inspector notice this error: "babylon.js:3 BJS - [17:36:30]: Unable to import meshes from Scenes/Planeta/Planeta.babylon: Error in onSuccess callback t._ErrorEnabled @ babylon.js:3 f @ babylon.js:32 p @ babylon.js:32 (anonymous) @ babylon.js:32 m @ babylon.js:32 p @ babylon.js:3 XMLHttpRequest.send (async) s @ babylon.js:3 d @ babylon.js:3 t.LoadFile @ babylon.js:3 b @ babylon.js:32 i @ babylon.js:33 (anonymous) @ babylon.js:33 XMLHttpRequest.send (async) t.checkManifestFile @ babylon.js:33 t @ babylon.js:33 i._loadData @ babylon.js:32 i.ImportMesh @ babylon.js:32 createScene @ (index):71 (anonymous) @ (index):97 babylon.js:3 XHR finished loading: GET "http://babylon-uno/Scenes/Planeta/Planeta.babylon"." here is code. <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Babylon.js sample code</title> <!-- Babylon.js --> <script src="https://www.babylonjs.com/hand.minified-1.2.js"></script> <script src="https://preview.babylonjs.com/babylon.js"></script> <script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script> <script src="https://preview.babylonjs.com/cannon.js"></script> <script src="https://preview.babylonjs.com/oimo.js"></script> <script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); // var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 30, 0), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var model; var skeleton; BABYLON.SceneLoader.ImportMesh("", "Scenes/Planeta/", "Planeta.babylon", scene, function (newMeshes, particleSystems, skeletons) { model = newMeshes[0]; skeleton = skeletons[0]; model.rotation.y = Math.PI; model.scaling = new BABYLON.Vector3(10,10,10); model.position = new BABYLON.Vector3(0, 0, 0); skeleton.position = new BABYLON.Vector3(0, 0, 0); skeleton.scaling = new BABYLON.Vector3(10,10,10); scene.beginAnimation(skeletons[0], 0, 100, true, 1.0); }); return scene; }; var scene = createScene(); scene.debugLayer.show(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); </script> </body> </html> I tried loading the model Dude and rabbit and these if they load everything well, so I do not know if it's a problem of how I export it, a problem with the plugin or something else I should do: here id the .fbx and de model exported : https://drive.google.com/file/d/1J9BYfEpCm_96cmn9_y4LpkntliEMNqlz/view?usp=sharing
  4. Good day, you know that I look exactly in that repository and every page link that opened I returned a 404: Not Found and also saw other post like this: and others more.
  5. hey looks great, and seeing as you did gave me other ideas on how to work, on the other hand have more documentation on the shaderBuilder? is that I saw that you used several things that are not in the documentation (or at least I did not get them) And this also helps me to better understand the shaders in babylonjs Thank you very much for taking the time to answer my doubts and to make that example!!!!
  6. I want to do the same, only I thought it was easy to apply the 2 effects to the same object xD
  7. Good evening, I was watching the tutorials and I was curious what can be done with the shaders, I managed to do some things, however now I have a lot of questions, 1. What is the difference between using BABYLON.Effect.ShadersStore, BABYLON.PostProcess, and BABYLON.ShaderMaterial ? 2. how can apply 2 effects to the same object.? for example I am trying to make a 360 degree view with the wave effect that is in http://cyos.babylonjs.com/ here is my test code Basic Html <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>360 + wave</title> <script src="https://www.babylonjs.com/hand.minified-1.2.js"></script> <script src="https://preview.babylonjs.com/cannon.js"></script> <script src="https://preview.babylonjs.com/oimo.js"></script> <script src="https://preview.babylonjs.com/babylon.js"></script> <script src="main.js"></script> <style> html, body { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; margin: 0px; overflow: hidden; } #renderCanvas { width: 100%; height: 100%; touch-action: none; -ms-touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> </body> </html> main JS "use strict"; function create360(sphere, scene) { var sphereMaterial = new BABYLON.StandardMaterial("world", scene); sphereMaterial.emissiveTexture = new BABYLON.Texture("world.jpg", scene); sphereMaterial.emissiveTexture.uScale = -1.0; sphereMaterial.emissiveTexture.vScale = -1.0; sphereMaterial.emissiveTexture.hasAlpha = false; sphereMaterial.backFaceCulling = false; sphere.material = sphereMaterial; sphere.scaling.x = 1000; sphere.scaling.y = 1000; sphere.scaling.z = 1000; } function startGame() { if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, false); var scene = new BABYLON.Scene(engine); scene.collisionsEnabled = true; var camera = new BABYLON.ArcRotateCamera("camera1",Math.PI/2, Math.PI/2, 90, new BABYLON.Vector3(0, 0, 0), scene); camera.checkCollisions = true; camera.attachControl(canvas); var sphere = BABYLON.Mesh.CreateSphere("Sphere", 16, 10, scene); sphere.checkCollisions = true; create360(sphere, scene); BABYLON.Effect.ShadersStore["customVertexShader"]= "precision highp float;\r\n"+ "// Attributes\r\n"+ "attribute vec3 position;\r\n"+ "attribute vec3 normal;\r\n"+ "attribute vec2 uv;\r\n"+ "// Uniforms\r\n"+ "uniform mat4 worldViewProjection;\r\n"+ "uniform float time;\r\n"+ "// Varying\r\n"+ "varying vec3 vPosition;\r\n"+ "varying vec3 vNormal;\r\n"+ "varying vec2 vUV;\r\n"+ "void main(void) {\r\n"+ " vec3 v = position;\r\n"+ " v.x += sin(2.0 * position.y + (time)) * 0.5;\r\n"+ " \r\n"+ " gl_Position = worldViewProjection * vec4(v, 1.0);\r\n"+ " \r\n"+ " vPosition = position;\r\n"+ " vNormal = normal;\r\n"+ " vUV = uv;\r\n"+ "}\r\n"; BABYLON.Effect.ShadersStore["customFragmentShader"]= "precision highp float;\r\n"+ "// Varying\r\n"+ "varying vec3 vPosition;\r\n"+ "varying vec3 vNormal;\r\n"+ "varying vec2 vUV;\r\n"+ "// Uniforms\r\n"+ "uniform mat4 world;\r\n"+ "// Refs\r\n"+ "uniform vec3 cameraPosition;\r\n"+ "uniform sampler2D textureSampler;\r\n"+ "void main(void) {\r\n"+ " vec3 vLightPosition = vec3(0,20,10);\r\n"+ " \r\n"+ " // World values\r\n"+ " vec3 vPositionW = vec3(world * vec4(vPosition, 1.0));\r\n"+ " vec3 vNormalW = normalize(vec3(world * vec4(vNormal, 0.0)));\r\n"+ " vec3 viewDirectionW = normalize(cameraPosition - vPositionW);\r\n"+ " \r\n"+ " // Light\r\n"+ " vec3 lightVectorW = normalize(vLightPosition - vPositionW);\r\n"+ " vec3 color = texture2D(textureSampler, vUV).rgb;\r\n"+ " \r\n"+ " // diffuse\r\n"+ " float ndl = max(0., dot(vNormalW, lightVectorW));\r\n"+ " \r\n"+ " // Specular\r\n"+ " vec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n"+ " float specComp = max(0., dot(vNormalW, angleW));\r\n"+ " specComp = pow(specComp, max(1., 64.)) * 2.;\r\n"+ " \r\n"+ " gl_FragColor = vec4(color * ndl + vec3(specComp), 1.);\r\n"+ "}\r\n"; // Compile var shaderMaterial = new BABYLON.ShaderMaterial("shader", scene, { vertex: "custom", fragment: "custom", }, { attributes: ["position", "normal", "uv"], uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"] }); var refTexture = new BABYLON.Texture("world.jpg", scene); refTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; refTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; var mainTexture = new BABYLON.Texture("world.jpg", scene); shaderMaterial.setTexture("textureSampler", mainTexture); shaderMaterial.setTexture("refSampler", refTexture); shaderMaterial.setFloat("time", 0); shaderMaterial.setVector3("cameraPosition", BABYLON.Vector3.Zero()); shaderMaterial.backFaceCulling = false; sphere.material = shaderMaterial; var time = 0; engine.runRenderLoop(function () { var shaderMaterial = scene.getMaterialByName("shader"); shaderMaterial.setFloat("time", time); time += 0.02; shaderMaterial.setVector3("cameraPosition", scene.activeCamera.position); scene.render(); }); } }; document.addEventListener("DOMContentLoaded", startGame, false); I know that in doing this sphere.material = shaderMaterial; I'm over writing the field 360 so try to make the sphere first, render and then apply wave effect, but nothing, some suggestion or example of how to do this? what I really want to do for practice is skydome with the fisheye effect in the camera, that is, everywhere I look goes with that effect in 360 degrees Finally I'm new to this so I'm sorry if the question seems silly.
  8. In my case if I am sure to have the latest version, update the repository every day, and copy the version that is dist -> preview release
  9. I have the same problem, but this happens with the typescript version, if you use the js and include them directly if it works, of course that is not the real solution. the error is: Property 'loadedMeshes' does not exist on type 'IAssetTask'.
  10. Good night, I regret the delay in responding but again I was without internet, i tried those 2 options that you mention but nothing I continue with the same problem. On the other hand change the focus of the project I carry, now use typescript 2.2 + angular 4, so I tried with the version available at npm https://www.npmjs.com/package/babylonjs but it is the same problem. Finally I was testing the whole project with the safari explorer and presented the following error: BJS - [22:44:34]: Error: ERROR: unsupported shader version. The animation I tried to load was done with 3d max studio, and as I managed to export it with the plugin itself, I transferred it to unity and from there I export it to .babylon. Here is the animation Babylon Horse.rar
  11. Good afternoon, I come to ask again, forgive the frequency, and managed to solve many of the problems that I had thanks to you. Well I have an error that I would not know how to explain, it turns out that I have an animation (.fbx) which exports to .babylon, and when it is loaded I throw this error, babylon.js:3 BJS - [17:30:48]: Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library. Then I include the file babylon.legacyPbrMaterial.js and this happens BJS - [17:33:23]: Unable to compile effect: t._ErrorEnabled @ babylon.js:3 Effect._prepareEffect @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processShaderConversion @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processIncludes @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._loadFragmentShader @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processShaderConversion @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processIncludes @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._loadVertexShader @ babylon.js:13 Effect @ babylon.js:13 n.createEffect @ babylon.js:5 LegacyPBRMaterial.isReady @ babylon.legacyPbrMaterial.js:873 r.render @ babylon.js:12 t.render @ babylon.js:13 t.renderUnsorted @ babylon.js:9 t.render @ babylon.js:9 t.render @ babylon.js:8 r._renderForCamera @ babylon.js:10 r._processSubCameras @ babylon.js:10 r.render @ babylon.js:10 _engine.runRenderLoop @ Basic.ts:75 n._renderLoop @ babylon.js:4 babylon.js:3 BJS - [17:33:23]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vAlbedoColor, vReflectivityColor, vEmissiveColor, vReflectionColor, vFogInfos, vFogColor, pointSize, vAlbedoInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vReflectivityInfos, vMicroSurfaceSamplerInfos, vBumpInfos, vLightmapInfos, vRefractionInfos, mBones, vClipPlane, albedoMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, reflectivityMatrix, microSurfaceSamplerMatrix, bumpMatrix, lightmapMatrix, refractionMatrix, opacityParts, emissiveLeftColor, emissiveRightColor, vLightingIntensity, vOverloadedShadowIntensity, vOverloadedIntensity, vOverloadedAlbedo, vOverloadedReflection, vOverloadedReflectivity, vOverloadedEmissive, vOverloadedMicroSurface, logarithmicDepthConstant, vSphericalX, vSphericalY, vSphericalZ, vSphericalXX, vSphericalYY, vSphericalZZ, vSphericalXY, vSphericalYZ, vSphericalZX, vMicrosurfaceTextureLods, vCameraInfos, vNormalReoderParams, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, albedoSampler, ambientSampler, opacitySampler, reflectionCubeSampler, reflection2DSampler, emissiveSampler, reflectivitySampler, microSurfaceSampler, bumpSampler, lightmapSampler, refractionCubeSampler, refraction2DSampler, shadowSampler0 t._ErrorEnabled @ babylon.js:3 Effect._prepareEffect @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processShaderConversion @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processIncludes @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._loadFragmentShader @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processShaderConversion @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._processIncludes @ babylon.js:13 (anonymous) @ babylon.js:13 Effect._loadVertexShader @ babylon.js:13 Effect @ babylon.js:13 n.createEffect @ babylon.js:5 LegacyPBRMaterial.isReady @ babylon.legacyPbrMaterial.js:873 r.render @ babylon.js:12 t.render @ babylon.js:13 t.renderUnsorted @ babylon.js:9 t.render @ babylon.js:9 t.render @ babylon.js:8 r._renderForCamera @ babylon.js:10 r._processSubCameras @ babylon.js:10 r.render @ babylon.js:10 _engine.runRenderLoop @ Basic.ts:75 n._renderLoop @ babylon.js:4 babylon.js:3 BJS - [17:33:23]: Attributes: position, normal, uv, uv2, matricesIndices, matricesWeights and more. However the animations in the Dude and Rabbit tutorial work perfectly. So I have no idea, I'm using the current version available in the repository which I update every day. Sorry for troubles and thanks for all
  12. Sailarg

    Demo Error

    Good afternoon, I was following the example of canvas 2d and I'm stuck with some demos that have problems (with the Babylon.js) and I came to report it. Section https://doc.babylonjs.com/tutorials/using_the_canvas2d All demos have the same fault, for example: The simplest starting point would be created a ScreenSpace Canvas2D with a "Hello World!" text, here we go: See it live in this playground - http://www.babylonjs-playground.com/#2AVSFH#35 Uncaught TypeError: e.Tools.getClassName is not a function at o.get [as modelKey] (babylon.canvas2d.min.js:4) at o.n._createModelRenderCache (babylon.canvas2d.min.js:7) at o.n._prepareRenderPre (babylon.canvas2d.min.js:6) at o.r._prepareRender (babylon.canvas2d.min.js:5) at n._prepareGroupRender (babylon.canvas2d.min.js:7) at n._updateCanvasState (babylon.canvas2d.min.js:11) at n._render (babylon.canvas2d.min.js:11) at e.callback (babylon.canvas2d.min.js:10) at e.notifyObservers (babylon.js:2) at r.render (babylon.js:10)
  13. Good afternoon, first of all I have to say that update to the last verison that the repository that you left me up, replace the files with the new version but i get this error babylon.js:6 Uncaught TypeError: o.getScene(...).addMesh is not a function at i [as constructor] (babylon.js:6) at i.r [as constructor] (babylon.js:11) at new i (babylon.js:24) at Function.t.CreateGround (babylon.js:24) at Game.createTrack (Game.ts:47) at Game.init (Game.ts:114) at window.addEventListener (index.ts:8) I do not know if it's my fault, here I leave a repo with what I have until now https://github.com/sailarg/test All I want to do is load a scene with a terrain, a cubemap (the example and already achieved) and an animation (the wolf running) this is my index.html <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/> <title>Babylon - Getting Started</title> <script src="js/hand.min.1.3.8.js"></script> <script src="js/cannon.js"></script> <script src="js/Oimo.js"></script> <script src="js/split.js"></script> <script src="js/babylon.max.js"></script> <script src="js/babylon.terrainMaterial.min.js"></script> <script src="js/bGUI.js"></script> <script src="js/engine.js"></script> <link type="text/css" href="css/style.css" rel="stylesheet"/> </head> <body> <canvas id="renderCanvas"></canvas> </body> </html> And engine.js (Compiled already, I remind you that I use typescript) class MySkybox { create(scene, _size = 100.0) { var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.disableLighting = true; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("assets/skyboxTextures/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; let skybox = BABYLON.Mesh.CreateBox("skyBox", _size, scene); skybox.material = skyboxMaterial; skybox.infiniteDistance = false; return skybox; } } class Jockey { constructor(_data) { this._name = _data._name; if (_data._age != undefined) { this._age = _data._age; } } getID() { return this._id; } makeRandom() { this._skin = Math.floor(Math.random() * 15); var has_marks = !(this._skin > 0 && this._skin < 6); if (has_marks) { this._hands = Math.floor(Math.random() * 7) - 1; this._hands_color = this._hands == -1 ? -1 : 1; } else { this._hands = -1; this._hands_color = -1; } console.log("HCODE", this._hands, this._hands_color); } } class Horse { constructor(_data) { this._name = _data._name; if (_data._age != undefined) { this._age = _data._age; } } getID() { return this._id; } makeRandom() { this._skin = Math.floor(Math.random() * 15); var has_marks = !(this._skin > 0 && this._skin < 6); if (has_marks) { this._hands = Math.floor(Math.random() * 7) - 1; this._hands_color = this._hands == -1 ? -1 : 1; this._feet = Math.floor(Math.random() * 7) - 1; this._feet_color = this._feet == -1 ? -1 : 1; this._head = Math.floor(Math.random() * 11) - 1; this._head_color = this._head == -1 ? -1 : 1; } else { this._hands = -1; this._hands_color = -1; this._feet = -1; this._feet_color = -1; this._head = -1; this._head_color = -1; } console.log("HCODE", this._hands, this._hands_color, this._feet, this._feet_color, this._head, this._head_color); } } class Game { constructor(canvasElement) { this._canvas = document.getElementById(canvasElement); this._engine = new BABYLON.Engine(this._canvas, true); } createScene() { this._scene = new BABYLON.Scene(this._engine); this._camera = new BABYLON.FreeCamera('camera_1', new BABYLON.Vector3(0, 10, 15), this._scene); this._camera.setTarget(new BABYLON.Vector3(0, 0, 0)); this._camera.attachControl(this._canvas, true); this._light = new BABYLON.HemisphericLight('light_1', new BABYLON.Vector3(0, 1, 0), this._scene); } createTrack(_width = 100.0, _height = 100.0, _subdivisions = 2) { var terrainMaterial = new BABYLON.TerrainMaterial("terrainMaterial", this._scene); terrainMaterial.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5); terrainMaterial.specularPower = 64; terrainMaterial.mixTexture = new BABYLON.Texture("assets/tracks/mixMap.png", this._scene); terrainMaterial.diffuseTexture1 = new BABYLON.Texture("assets/tracks/floor.png", this._scene); terrainMaterial.diffuseTexture2 = new BABYLON.Texture("assets/tracks/rock.png", this._scene); terrainMaterial.diffuseTexture3 = new BABYLON.Texture("assets/tracks/grass.png", this._scene); terrainMaterial.bumpTexture1 = new BABYLON.Texture("assets/tracks/floor_bump.png", this._scene); terrainMaterial.bumpTexture2 = new BABYLON.Texture("assets/tracks/rockn.png", this._scene); terrainMaterial.bumpTexture3 = new BABYLON.Texture("assets/tracks/grassn.png", this._scene); terrainMaterial.diffuseTexture1.uScale = terrainMaterial.diffuseTexture1.vScale = 10; terrainMaterial.diffuseTexture2.uScale = terrainMaterial.diffuseTexture2.vScale = 10; terrainMaterial.diffuseTexture3.uScale = terrainMaterial.diffuseTexture3.vScale = 10; var ground = BABYLON.Mesh.CreateGround("ground", 100, 100, 100, 0, 10, this._scene, false); ground.position.y = -2.05; ground.material = terrainMaterial; } createModel() { let __this = this; BABYLON.SceneLoader.ImportMesh("wolf", "assets/animation/", "Wolf.babylon", __this._scene, function (newMeshes, particleSystems, skeletons) { var wolf = newMeshes[1]; __this._scene.beginAnimation(skeletons[0], 0, 100, true, 0.8); }); } createSkybox(_size = 100.0) { this._skybox = new MySkybox().create(this._scene, _size); } animate() { this._engine.runRenderLoop(() => { this._scene.render(); }); window.addEventListener('resize', () => { this._engine.resize(); }); } init() { this.createScene(); this.createTrack(); this.createSkybox(); this.createModel(); this.animate(); } } window.addEventListener('DOMContentLoaded', () => { console.log("creating a new game"); let game = new Game('renderCanvas'); game.init(); }); //# sourceMappingURL=engine.js.map
  14. In the cameras section of the tutorials (https://doc.babylonjs.com/tutorials/cameras), the links are: Please see the FreeCamera API page for more information. <- fail It's beautiful, it's easy, it's Babylon.js. Please see the ArcRotateCamera API page for more information. <- fail The next 2 cameras... touch, and gamepad... are somewhat superseded by our new Universal Camera (explained far below). The documentation for touch and gamepad cameras are still included here... for historical reference. <- fail The TouchCamera uses a FreeCamera as its basis, so all the powerful properties and methods of our familiar FreeCamera... are also found on our TouchCamera. You can explore all the properties and methods available on the TouchCamera... at our API documentation site (And every time it appears) . <- fail VRDeviceOrientationFreeCamera - The VRDeviceOrientationFreeCamera is new, but we have SOME documentation. Here is the constructo <- fail WebVRFreeCamera - The WebVRFreeCamera quite new as well. Here is its constructor: <-fail
  15. Good evening, Sorry for the inconvenience again, but I'm trying to use the TerrainMaterial method to add some textures to a floor, but I get the error: "[ts] Property 'TerrainMaterial' does not exist on type 'typeof BABYLON'" I'm doing it like this let materialPlane = new BABYLON.TerrainMaterial("terrainMaterial", this._scene); materialPlane.diffuseTexture1 = new BABYLON.Texture("assets/tracks/track.jpg", this._scene); let ground = BABYLON.MeshBuilder.CreateGround('track_1', {width: _width, height: _height, subdivisions: _subdivisions}, this._scene); ground.material = materialPlane; and with javascript files give me this error: Uncaught TypeError: BABYLON.TerrainMaterial is not a constructor at Game.createTrack (Game.ts:46) at window.addEventListener (Game.ts:96) And using the uScale and vScale properties of the creation of a StandardMaterial I also get the following errors [ts] Property 'uScale' does not exist on type 'BaseTexture'. [ts] Property 'vScale ' does not exist on type 'BaseTexture'. I'm doing it like this var materialPlane = new BABYLON.StandardMaterial("texturePlane", this._scene); materialPlane.diffuseTexture = new BABYLON.Texture("assets/tracks/track.jpg", this._scene); materialPlane.diffuseTexture.uScale = 5.0; materialPlane.diffuseTexture.vScale = 5.0; materialPlane.backFaceCulling = false; plane.material = materialPlane; edit: i find this post with the same problem: So I searched the materialsLibrary folder, copied and pasted all the js but none of them created the creation of the terrain. any ideas?
  16. Good work, I was trying to deepen the management of the cameras as I need to expand the frustum, however when clicking on many of the links, all of these are down.
  17. Sorry I was wrong copying the files, the repository if it works, I am very grateful, really thank you very much for the help
  18. I downloaded it, but I get the same error with that version
  19. Good afternoon my name is Gary a pleasure, I am new and decided to raise babylon on the recommendation of a friend. I can do the basic example of the site (version js), but now I try to do it using the version typescript, but doing so I get the following error: src/ts-reference/babylon.2.5.d.ts(2,11): error TS2300: Duplicate identifier 'InstancingAttributeInfo'. src/ts-reference/babylon.2.5.d.ts(29,11): error TS2300: Duplicate identifier 'EngineCapabilities'. src/ts-reference/babylon.2.5.d.ts(71,11): error TS2300: Duplicate identifier 'Engine'. src/ts-reference/babylon.2.5.d.ts(1145,11): error TS2300: Duplicate identifier 'Node'. src/ts-reference/babylon.2.5.d.ts(1254,11): error TS2300: Duplicate identifier 'PointerEventTypes'. src/ts-reference/babylon.2.5.d.ts(1270,11): error TS2300: Duplicate identifier 'PointerInfoBase'. src/ts-reference/babylon.2.5.d.ts(1279,11): error TS2300: Duplicate identifier 'PointerInfoPre'. src/ts-reference/babylon.2.5.d.ts(1288,11): error TS2300: Duplicate identifier 'PointerInfo'. src/ts-reference/babylon.2.5.d.ts(1295,11): error TS2300: Duplicate identifier 'RenderingGroupInfo'. src/ts-reference/babylon.2.5.d.ts(1337,11): error TS2300: Duplicate identifier 'Scene'. src/ts-reference/babylon.2.5.d.ts(2083,11): error TS2300: Duplicate identifier 'Action'. src/ts-reference/babylon.2.5.d.ts(2115,11): error TS2300: Duplicate identifier 'ActionEvent'. src/ts-reference/babylon.2.5.d.ts(2156,11): error TS2300: Duplicate identifier 'ActionManager'. src/ts-reference/babylon.2.5.d.ts(2257,11): error TS2300: Duplicate identifier 'Condition'. src/ts-reference/babylon.2.5.d.ts(2268,11): error TS2300: Duplicate identifier 'ValueCondition'. src/ts-reference/babylon.2.5.d.ts(2289,11): error TS2300: Duplicate identifier 'PredicateCondition'. src/ts-reference/babylon.2.5.d.ts(2295,11): error TS2300: Duplicate identifier 'StateCondition'. src/ts-reference/babylon.2.5.d.ts(2306,11): error TS2300: Duplicate identifier 'SwitchBooleanAction'. src/ts-reference/babylon.2.5.d.ts(2316,11): error TS2300: Duplicate identifier 'SetStateAction'. src/ts-reference/babylon.2.5.d.ts(2323,11): error TS2300: Duplicate identifier 'SetValueAction'. src/ts-reference/babylon.2.5.d.ts(2334,11): error TS2300: Duplicate identifier 'IncrementValueAction'. src/ts-reference/babylon.2.5.d.ts(2345,11): error TS2300: Duplicate identifier 'PlayAnimationAction'. src/ts-reference/babylon.2.5.d.ts(2355,11): error TS2300: Duplicate identifier 'StopAnimationAction'. src/ts-reference/babylon.2.5.d.ts(2362,11): error TS2300: Duplicate identifier 'DoNothingAction'. src/ts-reference/babylon.2.5.d.ts(2367,11): error TS2300: Duplicate identifier 'CombineAction'. src/ts-reference/babylon.2.5.d.ts(2374,11): error TS2300: Duplicate identifier 'ExecuteCodeAction'. src/ts-reference/babylon.2.5.d.ts(2379,11): error TS2300: Duplicate identifier 'SetParentAction'. ... src/ts/babylon.ts(7962,15): error TS2417: Class static side 'typeof Box' incorrectly extends base class static side 'typeof _Primitive'. Types of property 'Parse' are incompatible. Type '(parsedBox: any, scene: Scene) => Box' is not assignable to type '(parsedVertexData: any, scene: Scene, rootUrl: string) => Geometry'. Type 'Box' is not assignable to type 'Geometry'. Types have separate declarations of a private property '_scene'. src/ts/babylon.ts(8073,11): error TS2300: Duplicate identifier 'GroundMesh'. ... src/ts-reference/babylon.2.5.d.ts(16940,11): error TS2300: Duplicate identifier 'DefaultRenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(16995,11): error TS2300: Duplicate identifier 'LensRenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(17086,11): error TS2300: Duplicate identifier 'SSAO2RenderingPipeline'. src/ts-reference/babylon.2.5.d.ts(17197,11): error TS2300: Duplicate identifier 'SSAORenderingPipeline'. Looking in this same forum I found that someone said that the solution was to update according to this version: https://github.com/BabylonJS/Babylon.js/blob/master/dist/preview release/babylon.d.ts but it does not work: my code: game.ts file /// <reference path = "../ts-reference/babylon.2.5.d.ts" /> class Game { private _canvas: HTMLCanvasElement; private _engine: BABYLON.Engine; private _scene: BABYLON.Scene; private _camera: BABYLON.FreeCamera; private _light: BABYLON.Light; constructor(canvasElement : string) { // Create canvas and engine this._canvas = <HTMLCanvasElement> document.getElementById(canvasElement); this._engine = new BABYLON.Engine(this._canvas, true); } createScene() : void { // create a basic BJS Scene object this._scene = new BABYLON.Scene(this._engine); // create a FreeCamera, and set its position to (x:0, y:5, z:-10) this._camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), this._scene); // target the camera to scene origin this._camera.setTarget(BABYLON.Vector3.Zero()); // attach the camera to the canvas this._camera.attachControl(this._canvas, false); // create a basic light, aiming 0,1,0 - meaning, to the sky this._light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), this._scene); // create a built-in "sphere" shape; with 16 segments and diameter of 2 let sphere = BABYLON.MeshBuilder.CreateSphere('sphere1', {segments: 16, diameter: 2}, this._scene); // move the sphere upward 1/2 of its height sphere.position.y = 1; // create a built-in "ground" shape let ground = BABYLON.MeshBuilder.CreateGround('ground1', {width: 6, height: 6, subdivisions: 2}, this._scene); } animate() : void { // run the render loop this._engine.runRenderLoop(() => { this._scene.render(); }); // the canvas/window resize event handler window.addEventListener('resize', () => { this._engine.resize(); }); } } window.addEventListener('DOMContentLoaded', () => { // Create the game using the 'renderCanvas' let game = new Game('renderCanvas'); // Create the scene game.createScene(); // start animation game.animate(); }); index.pug doctype html html head title= title meta(name='viewport', content='width=device-width, initial-scale=1.0', charset="utf-8") style include ../css/style.css script include ../js/babylon.2.5.max.js include ../js/bGUI.js include ../js/hand.min.1.3.8.js include ../js/cannon.js include ../js/game.js body h1= message div#GUI canvas#renderCanvas
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