ian Posted August 2, 2017 Share Posted August 2, 2017 Hi again. I make model as simple as possible. Just Basic Sphere and box colliders. I export it with ToB Exporter to get ModelFinish_Base.js. I include this in playground. I created complete playground. I include playground in attached .zip file. Because I can not save playground! Download attached file unzip and copy text from BabylonJS_ToB_Physics_Collision_Problem_Playground.js and paste it in playground and run it. I would like to know why .physicsImpostor doesn't work? Can anybody debug this and find a problem? Is there problem with babylonjs plugin, cannon or ToB exporter ??? playground_and_files.zip Quote Link to comment Share on other sites More sharing options...
ian Posted August 2, 2017 Author Share Posted August 2, 2017 I use preview version! (todays Babylonjs-master and Extensions-master) I have to include more section that playgournd works. // GLOBAL VARIABLES and //BEGIN QueuedInterpolation.1.1.js ... // END QueuedInterpolation.1.1.js and // BEGIN ModelFinishBase.js (Exported from Tower Of Bable) .. // END ModelFinishBase.js (Exported from Tower Of Bable) and final main code // BEGIN MAIN ... // END MAIN Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 4, 2017 Share Posted August 4, 2017 Ok, I got around to making a template for Tower of Babel playgrounds. See https://www.babylonjs-playground.com/#7A1HBH You can rely on the source of QueuedInterpolation.js being there. When your export file is too big, even after stripping out everything possible, you will need to put it on a server with https & bring it in on the fly too. Bringing in 2 JS files dynamically is asking for trouble, since it is async. you will most likely get an error. Hit the run button again. Maybe not be the best PG, but asking people to go thru some process, is not going to work. In your case, all Tower of Babel export code is doing is creating geometry. Very similar to the import of a .babylon file. In fact, I modified the Blender .babylon exporter to export the imposter of instance too. ian and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
ian Posted August 5, 2017 Author Share Posted August 5, 2017 OK JCPalmer Thank you for this. I'll try to create my playground as you do.... But if you take a look in my previous post, I don't know when I importer ToB Scene (playground_and_files.zip) this code doesn't work (physics doesn't work).. This line in code of ToB exporterd ModelFinish_Base.js file. I used the latest ToB exporter. Even if I change your code like it is commented It still doesn't work? Do you have any advice what could be wrong? this.physicsImpostor = new _B.PhysicsImpostor(this, 1, { mass: 1, friction: .5, restitution: 0}, scene); //this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.SphereImpostor, { mass : 1, friction : 0.5, restitution : 0 }, scene); and this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); //this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0, friction : 0.5, restitution : 0 }, scene); this.physicsImpostor = new Greetings, Ian Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 6, 2017 Share Posted August 6, 2017 A playground does not have to work to save, as far as I can tell. I am NOT going to look at your zip file. Put up a playground. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
ian Posted August 7, 2017 Author Share Posted August 7, 2017 Ok ModelFinish_Base.js Quote Link to comment Share on other sites More sharing options...
ian Posted August 28, 2017 Author Share Posted August 28, 2017 As I promes here is playground (just a basics model exported with ToB) https://www.babylonjs-playground.com/#7A1HBH#1 (PLEASE CLIK RUN BUTTON!) Now the problem here is as you can see I enable physics physicsPlugin = new BABYLON.CannonJSPlugin(); scene.enablePhysics(gravityVector, physicsPlugin); But, in https://rawgit.com/iansheehansi/ae07b54301140862f8d6c042d405183c/raw/95e84f3169e1b66151f1afb4e0dd9c950185cda8/ModelFinish_Base.js exacltly in ModelFinish_Base.js this.physicsImpostor = new _B.PhysicsImpostor(this, 1, { mass: 1, friction: .5, restitution: 0}, scene); this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); IT DOESN WORK ? Can you check it and how can I make physicsImpostor or collision to work? you can see (upper playground) Ball fall through "ground"! But it should not! Why exported ToB's js file code for physicsImpostors dont work? Did I overlook anything or should be there some bug in ToB exporter? (By the way in blender file I define colliders for box(ground) and ball and Tob Export upper physicImposter lines.. That is great thing that ToB export also physics colliders definitions from blender to ToB_js_file. Who is develop ToB exporter (physton code). Can here we fix those collision/impostor problem ??? @JCPalmer @Deltakosh @RaananW Greetings Ian Quote Link to comment Share on other sites More sharing options...
Wingnut Posted August 28, 2017 Share Posted August 28, 2017 Hi guys. Not sure if this helps, but... https://www.babylonjs-playground.com/#7A1HBH#2 (It needs an extra RUN click, just like the previous version). I "manually" added box impostors to the 5 BoxCollider-class objects... in lines 70-74. (Actually, only line 74 is needed.) Seems to work... for some reason. I'll keep thinking about WHY it is acting this way. On another note, it might be wise to SPECIFICALLY call CannonJSPlugin inside of ModelFinish_Base.js Using scene.physicsEnabled = true; ONLY... will activate OimoJS physics, which is the default physics engine. It might be wise to use the 3-line version inside ModelFinish_Base: gravityVector = new BABYLON.Vector3(0, -10, 0); physicsPlugin = new BABYLON.CannonJSPlugin(); scene.enablePhysics(gravityVector, physicsPlugin); ian 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 28, 2017 Share Posted August 28, 2017 I do not know much about physics nor the difference between CannonJS and Oimo. The JSON exporter does not request a specific physics engine, and neither will ToB generated files. My assumption is Oimo is the default for a reason. Doing the 3 lines to use CannonJS prior to calling ModelFinish_Base.initScene() lets exported work for either. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 28, 2017 Share Posted August 28, 2017 One thing this might be given wingnuts discover is when the imposter is assigned. In the generated code, it is before the geo is defined. One thing I have no problem doing is moving lines around. If that is the case though, I feel sorry for any poor bastard coding by hand though. Ian, try moving the imposter line down in the generated file to rule this in or out. Quote Link to comment Share on other sites More sharing options...
ian Posted August 29, 2017 Author Share Posted August 29, 2017 @Wingnut Thenk you to see a problem and do think better. Yes and as you see now the ball still fall a half through, (I have another example which is exactly same result, ball fall a half through box.) So who could check and debug this problem? Why this works so strange? Is there any physics problem or what? ToB exporter is brilliant idea! But if we fix this physics problem it will be REALLY REALLY wonderful Can anybody debug this physics bug? Is this cannon problem or babylon problem? I attach now also .blender file. So everybody can see how it looks like inside with blender. Ok @JCPalmer if you dont understand physics it's fine. Maybe @RaananW can find what is here a problem with physics. So in my playground (or fixed @Wingnut) we can try to fix/make ToB python exporter to be better. If we find bug/problem physics (why ball fall a half through box collider???) Than we canmake ToB fix those problems. And Make ToB very cool stuff! What I really LIKE in ToB is, that ToB can export Physics Colliders/Impostor from Blender model file. File .blender which I attach now, has defined colliders. You can See ModelFinish_Base.blend in blender. WHAT I WOULD LIKE TO DO IS I WOULD LIKE TO MAKE ToB BETTER(FIXED) exporter then it is now. But it is still qul exporter. The problem is if somebody sue ToB exporter again and again, and if you have to manualy repair code again and again, then this take developers a lot of extra TIME (when modeling model and repairnt ToB exporter js file by hand).. I hope I'm not annoying with my post. (I just would like to help. Find bugs and contribute to help you/us to make ToB even better exporter. I don't know If there is any exporter which is capable to export model+phyiscs_colliders. I Love this IDEA! This is why I would like to help make ToB even better exporter. @Deltakosh is there anybody else (than RaananW, maybe he is to bussy) who is Physics Developer for babylon (cannon,oimo)? So we can ping physics developers for this problem? Greetings, Ian ModelFinish_Base.blend Quote Link to comment Share on other sites More sharing options...
ian Posted August 29, 2017 Author Share Posted August 29, 2017 10 hours ago, JCPalmer said: One thing this might be given wingnuts discover is when the imposter is assigned. In the generated code, it is before the geo is defined. One thing I have no problem doing is moving lines around. If that is the case though, I feel sorry for any poor bastard coding by hand though. Ian, try moving the imposter line down in the generated file to rule this in or out. https://www.babylonjs-playground.com/#7A1HBH#3 OK same woks if we use Oimo instant Cannon (still ball(Sphere_collider) fall half through flor(Box_collider) ) //physicsPlugin = new BABYLON.CannonJSPlugin(); physicsPlugin = new BABYLON.OimoJSPlugin(); (PLEASE CLICK RUN IN PLAYGROUND, IT DOESN WORK AT FIRS OPEN URL OF PLAYGROUND. I DONT KNOW WHY THAT HAPPEN) Quote Link to comment Share on other sites More sharing options...
ian Posted August 29, 2017 Author Share Posted August 29, 2017 10 hours ago, JCPalmer said: One thing this might be given wingnuts discover is when the imposter is assigned. In the generated code, it is before the geo is defined. One thing I have no problem doing is moving lines around. If that is the case though, I feel sorry for any poor bastard coding by hand though. Ian, try moving the imposter line down in the generated file to rule this in or out. this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); this line code should be after if(cloning){ } like (and it works like Wingnut example. Maybe this position is better to enable physics impostor collider in ToB js file... if (!cloning){ geo = _B.Tools.Now; this.setVerticesData(_B.VertexBuffer.PositionKind, new Float32Array([ -5,.5,-5,-5,-.5,5,-5,-.5,-5,-5,.5,5,5,-.5,5,5,.5,5,5,-.5,-5,5,.5,-5 ]), false); var _i;//indices & affected indices for shapekeys _i = new Uint32Array([0,1,2,3,4,1,5,6,4,7,2,6,4,2,1,3,7,5,0,3,1,3,5,4,5,7,6,7,0,2,4,6,2,3,0,7]); this.setIndices(_i); this.setVerticesData(_B.VertexBuffer.NormalKind, new Float32Array([ -.5773,.5773,-.5773,-.5773,-.5773,.5773,-.5773,-.5773,-.5773,-.5773,.5773,.5773,.5773,-.5773,.5773,.5773,.5773,.5773,.5773,-.5773,-.5773,.5773,.5773,-.5773 ]), false); geo = (_B.Tools.Now - geo) / 1000; this.subMeshes = []; new _B.SubMesh(0, 0, 8, 0, 36, this); if (scene._selectionOctree) { scene.createOrUpdateSelectionOctree(); } } this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); and if this.physicsImpostor is in this line. Than ToB js physics works (for Box under ball) like Wingut example. I don't know why this postiion works if we put physicsImpostor line after if(!cloning) but it works. I try that and woks Ball doesn't fall thourht box collider inuder ball. Should you fix ToB exporter and put this.physicsImpostor = ... after if(!cloing) {} block code ? Quote Link to comment Share on other sites More sharing options...
ian Posted August 29, 2017 Author Share Posted August 29, 2017 AND YES AGAIN AS FOR BOX COLLIDER UNDER BALL (right possition for this.physicsImpostor = new _B...... is after if(!cloning) {} block !) If you change postition of this.physicsImpostor of Ball after if(!cloning) { } blcok than Ball fall to box collider under ball LIKE IT SHOULD. so my Conclusion is (i found bug, and can you fix ToB exporter please: developer of ToB exporter should put all this.physicsImpostor = new _B.PhyiscsImpostor(....); after if(!cloning) {} block Quote Link to comment Share on other sites More sharing options...
ian Posted August 29, 2017 Author Share Posted August 29, 2017 7 minutes ago, ian said: this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); this line code should be after if(cloning){ } like (and it works like Wingnut example. Maybe this position is better to enable physics impostor collider in ToB js file... if (!cloning){ geo = _B.Tools.Now; this.setVerticesData(_B.VertexBuffer.PositionKind, new Float32Array([ -5,.5,-5,-5,-.5,5,-5,-.5,-5,-5,.5,5,5,-.5,5,5,.5,5,5,-.5,-5,5,.5,-5 ]), false); var _i;//indices & affected indices for shapekeys _i = new Uint32Array([0,1,2,3,4,1,5,6,4,7,2,6,4,2,1,3,7,5,0,3,1,3,5,4,5,7,6,7,0,2,4,6,2,3,0,7]); this.setIndices(_i); this.setVerticesData(_B.VertexBuffer.NormalKind, new Float32Array([ -.5773,.5773,-.5773,-.5773,-.5773,.5773,-.5773,-.5773,-.5773,-.5773,.5773,.5773,.5773,-.5773,.5773,.5773,.5773,.5773,.5773,-.5773,-.5773,.5773,.5773,-.5773 ]), false); geo = (_B.Tools.Now - geo) / 1000; this.subMeshes = []; new _B.SubMesh(0, 0, 8, 0, 36, this); if (scene._selectionOctree) { scene.createOrUpdateSelectionOctree(); } } this.physicsImpostor = new _B.PhysicsImpostor(this, 2, { mass: 0, friction: .5, restitution: 0}, scene); and if this.physicsImpostor is in this line. Than ToB js physics works (for Box under ball) like Wingut example. I don't know why this postiion works if we put physicsImpostor line after if(!cloning) but it works. I try that and woks Ball doesn't fall thourht box collider inuder ball. Should you fix ToB exporter and put this.physicsImpostor = ... after if(!cloing) {} block code ? and also for ball impostor in ToB: (the this.physicsImpostor should be after if(!cloning) { } block if (!cloning){ geo = _B.Tools.Now; this.setVerticesData(_B.VertexBuffer.PositionKind, new Float32Array([ 0,-1.8478,.7654,.0761,-1.9616,.3827,0,-1.9616,.3902,0,0,2,.3827,.3902,1.9239,.3902,0,1.9616,0,1.9616,.3902,0,2,0,.0761,1.9616,.3827,0,-2,0,.3827,-.3902,1.9239,0,-.3902,1.9616,0,1.8478,.7654,.1493,1.8478,.7507,.3605,-.7654,1.8123,0,-.7654,1.8478,0,1.6629,1.1111 ,.2168,1.6629,1.0898,.3244,-1.1111,1.631,0,-1.1111,1.6629,0,1.4142,1.4142,.2759,1.4142,1.387,.2759,-1.4142,1.387,0,-1.4142,1.4142,0,1.1111,1.6629,.3244,1.1111,1.631,.2168,-1.6629,1.0898,0,-1.6629,1.1111,0,.7654,1.8478,.3605,.7654,1.8123,.1493,-1.8478,.7507,0,.3902,1.9616,.2929,-1.8478,.7071,.7507,.3902,1.8123 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_i.set([2,1,3,10,11,12,8,13,11,14,15,16,13,17,15,18,19,20,17,21,19,22,23,24,21,25,23,26,27,28,25,29,27,30,0,31,29,4,26,32,30,29,33,4,30,34,1,4,35,5 ,8,7,36,9,1,34,10,35,37,8,38,13,14,37,39,13,40,17,14,41,18,17,42,21,22,41,43,21,44,25,22,45,26,25,46,29,38,47,40,41,48,49,40,50,42,43,49,51,42,52 ,44,43,53,45,44,54,46,45,55,32,33,54,56,32,57,34,33,58,35,36,7,59,9,34,57,35,60,37,36,61,38,37,48,39,54,62,56,55,63,57,58,62,64,59,7,65,9,57,63,58 ,66,60,59,67,61,60,68,48,61,69,47,49,68,70,47,71,50,49,72,51,50,73,52,51,74,53,52,75,54,53,76,55,70,77,78,69,79,71,70,80,72,73,79,81,74,80,82,73,83,75 ,76,82,84,75,85,62,76,86,63,64,85,87,65,7,88,9,63,86,64,89,66,65,90,67,66,77,68,67,91,69,84,92,86,85,93,87,88,7,94,9,86,92,87,95,89,88,96,90,89,97 ,77,90,98,91,78,97,99,91,100,79,80,99,101,81,100,102,80,103,82,81,104,83,84,103,105,85,104,106,101,107,108,100,109,102,101,110,103,102,111,104,103,112,105,106,111,113,92,112,114,106 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JCPalmer Posted August 29, 2017 Share Posted August 29, 2017 Done. https://github.com/BabylonJS/Extensions/commit/5d0a0729767bc97dd111c71bc73932e714705fb7 ian 1 Quote Link to comment Share on other sites More sharing options...
ian Posted August 30, 2017 Author Share Posted August 30, 2017 10 hours ago, JCPalmer said: Done. https://github.com/BabylonJS/Extensions/commit/5d0a0729767bc97dd111c71bc73932e714705fb7 Ok I'll test it. and inform you. Thank you. Quote Link to comment Share on other sites More sharing options...
ian Posted August 30, 2017 Author Share Posted August 30, 2017 12 hours ago, JCPalmer said: Done. https://github.com/BabylonJS/Extensions/commit/5d0a0729767bc97dd111c71bc73932e714705fb7 PERFECT EXPORTER WORKS PERFECT ! EXCELLENT ! NOW WHAT IS VERY INERESTING NOW IS: ToB is capable to Export "Visual Model + Colliders" !!!@JCPalmer PERFECT JOB ! Quote Link to comment Share on other sites More sharing options...
ian Posted August 30, 2017 Author Share Posted August 30, 2017 how can I mark this topic as SOLVED ? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 30, 2017 Share Posted August 30, 2017 edit the first post. Add a "solved" tag and choose to add it as a prefix ian 1 Quote Link to comment Share on other sites More sharing options...
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