gwenael Posted January 14, 2014 Share Posted January 14, 2014 Hi everyone, For those who may be a little confused about all these spaces (like I was), I made a jsfiddle you can play with. http://jsfiddle.net/gwenaelhagenmuller/Wcegj/ It draws the axis of the different spaces thanks to the following functionvar drawAxis = function(camera, mesh, drawAncestors, pivot) {...}drawAncestors must be set to true to draw spaces of the ancestors of the mesh and the world space (but you can also set mesh to null or undefined to draw them). pivot must be set to true to also draw the pivot space. The axis of the pivot space are drawn lighter and smaller to see the difference with those of the local spaces. The white dashes lines represent the 3D hierarchy (parent-child). Things to remember: - position, rotation, scale are used to set the matrix to pass from the parent to the pivot- pivotMatrix is the matrix to pass from the pivot to the local space- combined they are the local matrix (from parent to mesh)- vertices are expressed in local space- world matrix is the matrix to pass from the local space to the world- local matrix combined to parent world matrix is the world matrix Enjoy playing with rotation, position, scale, pivotMatrix... coolroar, webGLmmk and tooobvious 3 Quote Link to comment Share on other sites More sharing options...
Temechon Posted January 14, 2014 Share Posted January 14, 2014 Awesome ! These features should be added in babylon.js in a Debug object, don't you think ? The bounding box/sphere draw could be added too. gwenael 1 Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 14, 2014 Author Share Posted January 14, 2014 That would be a pleasure. That's a great idea to have a Debug object. I think we could also parametize it to log into the console (info and/or warnings and/or errors) and the corresponding calls to it could be removed by JSKompactor.exe I guess. Quote Link to comment Share on other sites More sharing options...
ProfessorF Posted January 14, 2014 Share Posted January 14, 2014 Nice! gwenael 1 Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 15, 2014 Author Share Posted January 15, 2014 Here is an example on how it could be useful: http://jsfiddle.net/gwenaelhagenmuller/4QgPm/ I did it for http://www.html5gamedevs.com/topic/2921-physic-engine/?p=19621 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 15, 2014 Share Posted January 15, 2014 I think you should create a new page on our wiki for that topic. gwenael 1 Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 16, 2014 Author Share Posted January 16, 2014 Will do. Thanks. I may add a Debug object as suggested by Temechon if you don't mind. Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 20, 2014 Share Posted January 20, 2014 hey gwenael, in looking through the docs and the Mesh class, I can't seem to locate a method, property or simple way to set world coordinates for a parented object. I know position is local space, and I was hoping for something like "setAbsolutePosition()" to go along with "getAbsolutePosition()" and even tried prototyping my own method to set _absolutePosition, but it's not having any affect on the actual position of the mesh. How should I go about that? thanks for your help, John Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 20, 2014 Author Share Posted January 20, 2014 Hi neoRiley, For now, I think there is no direct way for you to achieve this but here's a gift for you http://jsfiddle.net/gwenaelhagenmuller/75WJt/ I'll do a pull-request for it tomorrow Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 20, 2014 Share Posted January 20, 2014 Gwenael is officially our master of matrices gwenael 1 Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 21, 2014 Author Share Posted January 21, 2014 I updated http://jsfiddle.net/gwenaelhagenmuller/75WJt/ and made the pull-request https://github.com/BabylonJS/Babylon.js/pull/133 Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 21, 2014 Share Posted January 21, 2014 Hi neoRiley, For now, I think there is no direct way for you to achieve this but here's a gift for you http://jsfiddle.net/gwenaelhagenmuller/75WJt/ I'll do a pull-request for it tomorrowvery nice! Thanks very much for your time and response, I apologize that it took me so long to reply - I keep forgetting to subscribe to posts I'm interested in! I hadn't realized you replied gwenael 1 Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 21, 2014 Share Posted January 21, 2014 I hate to ask, but any chance you could update the minified version on git? right now it's babylon.1.8.5 and that doesn't include setAbsolutePosition I'll figure out how to do it on mac soon enough!Thanks again - John Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 21, 2014 Author Share Posted January 21, 2014 I can't (only Deltakosh releases this file) but tomorrow I can update ourOwnBabylon.js under /Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS and do a pull-request or upload it here I guess. Quote Link to comment Share on other sites More sharing options...
gwenael Posted January 21, 2014 Author Share Posted January 21, 2014 Otherwise, you can use the same trick that I did in the jsfiddle: add the function after including babylon.js Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 21, 2014 Share Posted January 21, 2014 yeah for now I can just add it like that, thanks guys Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 22, 2014 Share Posted January 22, 2014 Great thanks very much Gwenael gwenael 1 Quote Link to comment Share on other sites More sharing options...
neoRiley Posted January 31, 2014 Share Posted January 31, 2014 Hey Gwenael, In using setAbsolutePosition(), if I do multiple calls to it within a render, the final call is the only one reflected on the transform. So, I assumed the other changes were being overwritten, and I added computeWorldMatrix(true) and that fixed the issue. I'm guessing that we don't need all of what's happening in computeWorldMatrix and I'm concerned with impacting performance needlessly. Could you take a look at what the most efficient way to fix this is? PS> I also tried computeWorldMatrix() without the force flag and that did not workthis.computeWorldMatrix(true);// without this, the final call in a frame overwrites any other calls to setAbsolutePosition()this.setAbsolutePosition(...); Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 18, 2014 Author Share Posted February 18, 2014 Hi neoRiley, Sorry, I was too busy at work recently.By "within a render" do you mean "per frame" ? Quote Link to comment Share on other sites More sharing options...
neoRiley Posted February 18, 2014 Share Posted February 18, 2014 Hey Gwenael - yes, that's exactly what I meant, sorry about the way I phrased it. I meant to say "within the render loop" Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 18, 2014 Author Share Posted February 18, 2014 Don't be sorry, I only wanted to be sure to understand what you meant. I don't really get why you want to call several times setAbsolutePosition() on a mesh during the computation of a frame. Or is it one call per mesh for several meshes? Quote Link to comment Share on other sites More sharing options...
neoRiley Posted February 18, 2014 Share Posted February 18, 2014 it's multiple calls on setAbsolutePosition to one object. Scenario - you need to test an objects position based on different conditions within a frame. Or You want to place an object in a particular location, but you don't know the x/y/z. So you move/translate the object on x, then y individually to achieve the location you want. example: you need to define and entry point for your fish into a fish tank. You didn't create the original model, so you have to create an blank 3d object, and nudge it until it's located in the tank where fish are supposed to spawn. So, whether I figure out the position and then set it directly or just use the setAbsolutePosition 3x's I still can't do it if the last call erases the first 1 or 2. Or Real world example: You want to create a chase cam - step 1) move camera to same location as target. Step 2) translate camera on z axis Step 3) translate camera on y axis to rise above the target to look over shoulder. Hope that helps Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 19, 2014 Author Share Posted February 19, 2014 Ok, now I better understand the reason. You're right, you could figure out the position and then set it with setAbsolutePosition but if you prefer the different approach (using setAbsolutePosition 3 times in a row), we could add parameters to getAbsolutePosition and then pass it to computeWorldMatrix to force recompute only parts which need to be updated. I guess that between 2 calls of setAbsolutePosition, only the local position changed in your case. If you look at the code of setAbsolutePosition, I only set position so if nothing else has changed between two calls (parent matrix, pivot matrix, rotation...), only _localTranslation and _localWorld must be computed to get the new worldMatrix. The parameter passed to getAbsolutePosition and then to computeWorldMatrix would be "onlyLocalTranslationCouldHaveChanged". BABYLON.Mesh.prototype.computeWorldMatrix = function (force, onlyLocalTranslationCouldHaveChanged) { // by default onlyLocalTranslationCouldHaveChanged = false}Did I understand you well? Is it something that you would like to have? For sure, it would be faster than forcing computeWorldMatrix. It would force to compute only some parts. Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 19, 2014 Author Share Posted February 19, 2014 Something even faster would be to only recompute elements of _localTranslation and _localWorld which are used to compute _worldMatrix.m[12], _worldMatrix.m[13], _worldMatrix.m[14]. I didn't think about it but if we are lucky we don't need all the elements of the matrices to compute _worldMatrix.m[12], _worldMatrix.m[13], _worldMatrix.m[14]. Quote Link to comment Share on other sites More sharing options...
neoRiley Posted February 19, 2014 Share Posted February 19, 2014 yeah that's essentially what I think would be expected - if I update the position, it should force an update on the matrix for position only. Something like a getter/setter for position would seem like a good pattern in that the setter takes the new value and manages the translation math in the setter. Same for rotation and scale. That way we're isolating the math to just whatever we're updating. I think it's more flexible at that point as well. Quote Link to comment Share on other sites More sharing options...
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