tumira Posted August 20, 2014 Share Posted August 20, 2014 Hi You can see from this post http://www.html5gamedevs.com/topic/5735-any-way-to-export-to-android/ For Cocoonjs it is just greyish screen. I don't know the reason. (No error in CocoonJS console) For ejacta, I don't have any mac to test it yet. If it is working please do a tutorial on how to publish to platforms (Windows Phone 8.1, Windows 8.1, IOS8.0,Android, Chrome OS and etc) Link to comment Share on other sites More sharing options...
JCPalmer Posted August 20, 2014 Share Posted August 20, 2014 Tumira,I determined what the dreyish screen was by changing the clear screen color and observed the change from the default color. scene.clearColor = new BABYLON.Color3(0.8, 0.8, 0.8); Next I verified that every gl.method() in BABYLON.Engine and functions gl is passed to are on the supported features list:http://support.ludei.com/hc/en-us/articles/200807787-HTML5-feature-list The next step I would recommend is providing a device log, even if it shows nothing. Post it to the thread I started on the support forum. I have done ADB a while back, but my time is very limited right now. Also different person adding to the thread might be good. Many of these on the support forum are both just one posting & and have no log. There is an uncaught Java exception waiting for us. http://support.ludei.com/hc/en-us/articles/203163817-How-to-provide-a-good-device-Log We have to give them something to go on. Those commercial platforms they say they support are probably providing them with money. Making this as obvious as possible is going to be required. Finally, the implementation on IOS is NOT Java. Can anyone try it there to see if the result is different? Link to comment Share on other sites More sharing options...
Paradine Posted August 26, 2014 Share Posted August 26, 2014 LineMesh class to support form of alpha that would be uniform with other Mesh type classes. Link to comment Share on other sites More sharing options...
Dad72 Posted August 29, 2014 Share Posted August 29, 2014 Function to detect collisions and function follow would be useful: camera.onColliderEnter()camera.onColliderExit()camera.follow(target) Any camera can follow a target (free, arcRotate...). The camera rotating would continue to operate as it is, but can also follow a target but without lookAt. Link to comment Share on other sites More sharing options...
JCPalmer Posted September 1, 2014 Share Posted September 1, 2014 Need a way for detecting a scene is using octrees. TOB .ts output file needs to perform an addition of a mesh just like babylonFileLoader.ts does. Get an error and it will not compile to a .js. For some reason babylonFileLoader.ts is allowed to see scene._selectionOctree & call its addMesh() method. babylonFileLoader is in the BABYLON.Internals module. Perhaps that is why. Maybe a getter, or a hasOctree() : boolean, if scene.createOrUpdateSelectionOctree() will also do the add. Link to comment Share on other sites More sharing options...
joshcamas Posted September 12, 2014 Share Posted September 12, 2014 If this doesn't exist, maybe a bone-animation interpolator? As in make the bones switch from one animation to another without looking jumpy? That would be really fancy Link to comment Share on other sites More sharing options...
AllForum Posted September 15, 2014 Share Posted September 15, 2014 I saw this sentence in a post :I won't add .userData because we are all using javascript and so we can add custom properties whenever we want. tags are important to organize objects but userData is just user data [ ] So how to import knowledge in babylon ?For example a CAD software can export some knowledge : layer, relationships, material (e.g. steel, wood...), age, type (e.g. motor, tire or wall, roof...)I think that it would be very useful to be able to load the exported informations from file.But maybe I missed the way to do that ? Link to comment Share on other sites More sharing options...
FreeFrags Posted October 20, 2014 Share Posted October 20, 2014 maybe something like i posted in the following thread would be a nice addition to the engine, create a ground using an array filled with heights. It probably needs some further thought and some cleaning up tho.http://www.html5gamedevs.com/topic/5923-creategroundfromheightmap-use-2d-array-instead-of-image-url/ Update: Updated the code of my addon Link to comment Share on other sites More sharing options...
Stephen Andrews Posted October 21, 2014 Share Posted October 21, 2014 Some sort of option for textures/materials to render always at the back of the depth buffer, (via glDepthBuffer(1,1) [supported in WebGL]), would be nice, and would greatly help the creation of skyboxes for large procedurally generated scenes. The current method of creating a MASSIVE skybox with infiniteDistance = true, and giving the camera an equally massive maxZ is hacky, and is still limited in size. Link to comment Share on other sites More sharing options...
Dinkelborg Posted October 21, 2014 Share Posted October 21, 2014 Hi, I'm new to Babylon and I think it is a wonderful library,but would it be possible to enable spotlights to cast shadows? Only directional lights can cast shadowsfrom: Babylon wiki-page about 15-Shadows Wingnut 1 Link to comment Share on other sites More sharing options...
GameMonetize Posted October 21, 2014 Author Share Posted October 21, 2014 We should definitely work on that ! Link to comment Share on other sites More sharing options...
JCPalmer Posted October 21, 2014 Share Posted October 21, 2014 If this doesn't exist, maybe a bone-animation interpolator? As in make the bones switch from one animation to another without looking jumpy? That would be really fancy How does a BVH object, that takes a string for its constructor, and has a static method which takes a url, and returns an instance sound? I have not figured out any of the details, but the idea is that there could be a pose(mesh, % of move) method. From this, an animation could be performed in the animation system, or as part of a coordinated Morph, move, and or rotate of a MORPH.Mesh. Not making up our own format has its advantages. Though most people do not have professional motion capture systems, there are some downloadable .bvh files for some rigs. Also, .bvh format is text based, http://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html, maybe an exporter or 2 could give the user the option of doing frame based animation or writing out a .bvh file as well. Not sure how it would be parse / preprocess this format, but it is in industry wide use. Link to comment Share on other sites More sharing options...
Paradine Posted October 23, 2014 Share Posted October 23, 2014 When creating animations with bones, it would take better account on positioning and point of origins or any other transforms when creating in blender.And as for cherry on a cake b-spline interpolated bones support. Link to comment Share on other sites More sharing options...
Dinkelborg Posted November 11, 2014 Share Posted November 11, 2014 Could you please add the attributes ".forward", ".left" and ".right" to the Vector3 class?It would be very useful for moving an object along its rotation axis and shouldn't be too complicated. Link to comment Share on other sites More sharing options...
JCPalmer Posted November 12, 2014 Share Posted November 12, 2014 Dinkelborg,I understand your requirements, and have already implemented them in MORPH.Mesh (in extensions repository). Your suggestion might be a first step, but the code below completes the operation for both POV movement & rotation. DK, there should be no issue to promoting these methods up to BABYLON.Mesh, if you wanted to. // ================================== Point of View Movement ================================= /** * When the mesh is defined facing forward, multipliers must be set so that movePOV() is * from the point of view of behind the front of the mesh. * @param {boolean} definedFacingForward - True is the default */ public setDefinedFacingForward(definedFacingForward : boolean) : void { this._definedFacingForward = definedFacingForward; } /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ public movePOV(amountRight : number, amountUp : number, amountForward : number) : void { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); } /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ public calcMovePOV(amountRight : number, amountUp : number, amountForward : number) : BABYLON.Vector3 { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this._definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; } // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ public rotatePOV(flipBack : number, twirlClockwise : number, tiltRight : number) : void { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); } /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ public calcRotatePOV(flipBack : number, twirlClockwise : number, tiltRight : number) : BABYLON.Vector3 { var defForwardMult = this._definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); } Link to comment Share on other sites More sharing options...
[email protected] Posted November 13, 2014 Share Posted November 13, 2014 I think the following would be great for 3D modelling or CAD applications:1) Zoom All or Zoom Extent to show all visible objects2) Pan when the middle mouse button is being held down and dragged.3) Zoom Window (allowing the user to specify a 2D rectangle to zoom into): this one is not easy. 1) and 2) are pretty much must-have for CAD editors. 3) would be nice to have. Link to comment Share on other sites More sharing options...
FreeFrags Posted November 20, 2014 Share Posted November 20, 2014 A "Selection" mesh it would be nice if we have a mesh which can select an area. For example:- a box which can be resized by clicking on its corners- a selection tool which uses a "pick" on mouse click (so you can select an area on a ground mesh), and draws the lines of the selection on the ground mesh Another nice one would be a "Draw lines on ground mesh"- using a pick on mouse click - creating something like a lasso tool- drawing the line on a ground mesh Link to comment Share on other sites More sharing options...
GameMonetize Posted November 21, 2014 Author Share Posted November 21, 2014 Hey guys, we now have an uservoice: http://babylonjs.uservoice.com Please use it at will Link to comment Share on other sites More sharing options...
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