Dad72 Posted November 27, 2013 Share Posted November 27, 2013 Hello, How to display a gizmo of transformation when one selects an object (in local mode and global) ?This will be important for my editor of scene.Thank You Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 27, 2013 Share Posted November 27, 2013 Hello, right now you have to do that by yourself (with scene.pick and basic shapes) but in a really near future, we will release a sample called "Babylon Editor" with required code to create gizmos Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 27, 2013 Author Share Posted November 27, 2013 Good news for the 'Babylon Editor'. When you say near future, this is approximately how long.I am curious to see the different ways of doing it. Thank You Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 27, 2013 Share Posted November 27, 2013 Two weeks max Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 27, 2013 Author Share Posted November 27, 2013 That's great! I will wait. Thank You Deltakosh Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 9, 2013 Author Share Posted December 9, 2013 I have a question concerning 'Babylon Editor'. will present it also the ability to display on a terrain/ground the radius of the brush. like this for example: (or just the part in red.) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 10, 2013 Share Posted December 10, 2013 No right now this feature won't be supported Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 10, 2013 Author Share Posted December 10, 2013 And how do i get this feature? This is called how? I would like to do a google search Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 10, 2013 Share Posted December 10, 2013 Vertices selection? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 10, 2013 Author Share Posted December 10, 2013 This is difficult to achieve. I do not know the do. it's a pity Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 10, 2013 Share Posted December 10, 2013 This is clearly not a simple thing to do but if you look at WorldMonger demo, you can just add vertex color to the ground mesh and play with the color Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 10, 2013 Author Share Posted December 10, 2013 Thank you for the info.I suppose that is in this method that I must add a color : WORLDMONGER.ElevationControl.prototype.attachControl = function (canvas)In this._onBeforeRender or this._onPointerMove ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 11, 2013 Share Posted December 11, 2013 You have to update the ground mesh: right now it contains position, normal and uv I suggest adding also a color Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 11, 2013 Author Share Posted December 11, 2013 I think that I will abandon, its fact four day that I have the nose in the handlebar. I do not know where to look, I not understand the code of WorldMonger, i don't know add a color. I despair.I want good to add a color, but where and how? I want good to update the ground, but how? I won't get there without more precise help. Thanks for your time Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 12, 2013 Author Share Posted December 12, 2013 Is this that its features will be presented in the future?- Gizmo of transformation on the objects- Brush with radius of color- Smoothing of the terrain- Change of texture of ground.- Painting of the grass- LOD ground (low, medium, higth)That is what is missing to WorldMonger for having a terrain editor really cool. Please. Thank You Deltakosh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 13, 2013 Share Posted December 13, 2013 Gizmo: Yes (next week in everything comes together)Brush: noSmoothing: already present in worldmonger demoPainting of grass: too specificLOD: yes Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 13, 2013 Author Share Posted December 13, 2013 Ok, thank you for the answers. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 15, 2013 Author Share Posted December 15, 2013 I am not able to do what I wanted to for the vertexes selected of color. So I have made with the particles that i've edit for me closer of what I wanted to do. The changes made:- The box and the numbers of particles increases when resizing the brush.- The particles stops instantly when we do clicked more on the ground.- The elevation of the ground is slower for more precision. and add a slider to regulate the speed of elevation.- Readjustment of the position of the particles during the click on the ground. I share what I have done: In the constructor WORLDMONGER.ElevationControl = function (ground) this._ground = ground; this.radius = 5.0; this._invertDirection = 1.0; this.heightMin = -5.0; this.heightMax = 30.0; this.speed = 0.1; var particleSystem = new BABYLON.ParticleSystem("particles", 2700, ground.getScene()); particleSystem.particleTexture = new BABYLON.Texture("ba.jpg", ground.getScene()); particleSystem.minAngularSpeed = 0; particleSystem.maxAngularSpeed = 0; particleSystem.minSize = 0; particleSystem.maxSize = 0; particleSystem.minLifeTime = 0.2; particleSystem.maxLifeTime = 0.2; particleSystem.minEmitPower = 0.5; particleSystem.maxEmitPower = 0.5; particleSystem.emitRate = 400; particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE; particleSystem.minEmitBox = new BABYLON.Vector3(0, 0, 0); particleSystem.maxEmitBox = new BABYLON.Vector3(0, 0, 0); particleSystem.direction1 = new BABYLON.Vector3(0, 1, 0); particleSystem.direction2 = new BABYLON.Vector3(0, 1, 0); particleSystem.color1 = new BABYLON.Color4(0, 0, 0.5, 1); particleSystem.color2 = new BABYLON.Color4(0, 0, 0.5, 1); particleSystem.gravity = new BABYLON.Vector3(0, 1, 0); particleSystem.manualEmitCount = 0; particleSystem.emitter = new BABYLON.Vector3(0, 0, 0); particleSystem.start(); this._particleSystem = particleSystem; }; Add edit speed elevation :WORLDMONGER.ElevationControl.prototype.speed = function(speed) { this.speed = speed; };in the "attachControl" event "_onBeforeRender": this._onBeforeRender = function () { if (!currentPosition) return; pickInfo = that._ground.getScene().pick(currentPosition.x, currentPosition.y); if (!pickInfo.hit) return; if (pickInfo.pickedMesh != that._ground) return; that._particleSystem.emitter = pickInfo.pickedPoint.add(new BABYLON.Vector3(-that.radius / 2, 0, -that.radius / 2)); that._particleSystem.maxEmitBox = new BABYLON.Vector3(that.radius, that.radius, that.radius); that._particleSystem.minSize = that.radius * 3; that._particleSystem.maxSize = that.radius * 3; that._particleSystem.manualEmitCount += 90 * that.radius; that._elevateFaces(pickInfo, that.radius, that.speed); };It is a pity that this is not what I wanted to do at the beginning. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted January 11, 2014 Author Share Posted January 11, 2014 Gizmo: Yes (next week in everything comes together) What becomes this project 'Babylon editor' ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 14, 2014 Share Posted January 14, 2014 here is it:http://www.babylonjs.com/editor/ And a blog about it:http://blogs.msdn.com/b/davrous/archive/2013/12/17/designers-test-amp-create-your-webgl-3d-worlds-inside-the-babylon-js-sandbox-amp-editor.aspx Dad72 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted January 14, 2014 Author Share Posted January 14, 2014 thank you very much. I succeeded to add the gizmos on my project. Thank you for this babylonEditor yet. 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.