Irazer Posted July 14, 2015 Share Posted July 14, 2015 Hi all, I saw that a freecamera with noRotationConstraint actually invert the control when the max (or min) y is reached. Is there any other way to have a limitless y axis (like we have for the x axis) with no control changes. For example, I want to be able to do a looping with a plane (you pull the mouse towards the y and it should continue to roll endlessly) Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 14, 2015 Share Posted July 14, 2015 We have this for the arcRotateCamera with camera.allowUpsideDown = true; Quote Link to comment Share on other sites More sharing options...
Irazer Posted July 15, 2015 Author Share Posted July 15, 2015 Actually after digging and testing the FollowCamera seems closer to what I want but the FollowCamera only changes the y axis Do you thinks it is possible with a Follow or an ArcRotare Camera to change x, y and z axis? Thanks Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 15, 2015 Share Posted July 15, 2015 Hi Irazer, cool name. Welcome to the forum, good to have you with us! Could parenting a free camera to an invisible box (a gizmo)... and then rotating the box... work for you? http://playground.babylonjs.com/#RYZUD#1 Maybe that will help. It is at least fun to play with. Be well, good luck. On a side note, framework experts - shouldn't the green color from the hemi light .groundColor... be affecting the bottom of the ground plane (like it does on the sphere)? Maybe I'm missing something. I think the material (if a mesh HAS one - sphere doesn't - ground does) must contain SOME green amount in its .diffuseColor before a hemi light's green groundColor will show on it. But I have plenty of gray on the diffuseColor, specularColor, and emissiveColor for the ground material, and gray contains a green component. So, hmm. Thoughts, anyone? (thx) It's very LIKELY I'm missing something. I think it's called aptitude. See, I forget things in order to make room for more learning. Not good. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 15, 2015 Share Posted July 15, 2015 Hemilight uses normal to define the color. the normal of the plane is pointing up so the sky color will be used Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 15, 2015 Share Posted July 15, 2015 But backFaceCulling is off. I agree, the normal of the plane is UP, and the light's .diffuse should color that (and does). But .groundColor should light the bottom because backFaceCulling is off... I would think. Maybe not. Thanks dk. *scratch scratch*. I need more studying. Quote Link to comment Share on other sites More sharing options...
iiceman Posted July 15, 2015 Share Posted July 15, 2015 Hmm, if you turn the ground around it works... http://babylonjs-pla...es.net/#RYZUD#2 ... maybe it has something to do with that oriantation thingy? You know, BACKSIDE and DOUBLESIDE ... but I am just typing the first thing that came to my mind, might be nonsense Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 16, 2015 Share Posted July 16, 2015 Oh man, now it all makes even LESS sense! I think I'm getting a tumor! heh Sure, the bottom is green now, well done. But SO IS THE TOP! haha Now hemi.groundColor is coloring BOTH SIDES of the plane? hmm. Yeah, it's a tumor, I'm pretty sure. Quote Link to comment Share on other sites More sharing options...
Irazer Posted July 16, 2015 Author Share Posted July 16, 2015 I tried the invisible box and it works quite nice in fact. I still need to put some inertia in the targeted mesh and I will have what I want thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 16, 2015 Share Posted July 16, 2015 backFaceCUlling is off so:- Back face is displayed- But normal is not inverted - So both faces have the same normals- Hence the same color Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 17, 2015 Share Posted July 17, 2015 Yuh, yuh, yuh, you are right. Ground planes have no downward-facing normals. I'll be darned. 1.5 years of BJS... it sure took me a long time to find THIS Wingnut confusion point. Thank you, DK! I'll probably forget this in a year, and ask the same annoying question again. Hemi.groundColor never works on a ground. hehe. *scratch scratch* GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.