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Start physics in scene - camera position flip


AlbertoBonn
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Hi, why changed the position of the cam or plane in following situration:

the init script initialize the Babylon scene

 

init.js

window.onload=function(){this.canvas = document.getElementById("webgl");if (!BABYLON.Engine.isSupported()){window.alert('Your browser do not support WebGL');}else{var engine = new BABYLON.Engine(canvas,true);scene = createScene(engine);scene.activeCamera.attachControl(canvas);                engine.runRenderLoop(function(){            scene.render();        });        this.addEventListener("resize", function () {engine.resize();});}     };

index.htm

<!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml"><head>    <title>BABYLON - physics</title>	<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">	<link rel="stylesheet" href="lib/css/babylon.css">	<script src="lib/js/babylon.js"></script>	<script src="lib/js/cannon.js"></script>	        <script src="lib/js/hand.js"></script>    	<script type="text/javascript" src="lib/js/init.js"></script>        <script type="text/javascript">	var createScene= function (engine){ 		var scene = new BABYLON.Scene(engine);		var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 3, -40), scene);		camera.checkCollisions = true;		camera.applyGravity = true;				var light = new BABYLON.DirectionalLight("dir02", new BABYLON.Vector3(0.2, -1, 0), scene);		light.position = new BABYLON.Vector3(0, 80, 0);		// Material		var materialAmiga = new BABYLON.StandardMaterial("amiga", scene);		materialAmiga.diffuseTexture = new BABYLON.Texture("lib/media/amiga.jpg", scene);                materialAmiga.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5);		materialAmiga.diffuseTexture.uScale = 5;		materialAmiga.diffuseTexture.vScale = 5;				var materialAmiga2 = new BABYLON.StandardMaterial("amiga", scene);		materialAmiga2.diffuseTexture = new BABYLON.Texture("lib/media/ground.jpg", scene);		materialAmiga2.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5);				var box = BABYLON.Mesh.CreateBox("Box", 10, scene);		box.position.x = -6;		box.material = materialAmiga2;		var sphere = BABYLON.Mesh.CreateSphere("Sphere", 10.0, 10.0, scene);		sphere.position.x = 6;		sphere.material = materialAmiga;				var ground = BABYLON.Mesh.CreatePlane("Plane", 50.0, scene);		ground.material = materialAmiga2;		ground.position.y = -10;		ground.rotation.x = Math.PI/2;				// Physics		scene.enablePhysics();		scene.setGravity(new BABYLON.Vector3(0, -10, 0));				sphere.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1 });				///// HERE COMES THE ADDITIONAL LINE /////		return scene;	};	</script></head><body>	<canvas id="webgl"></canvas></body></html>

ok everything goes fine, now u see a sphere falling thru the grounding plane
post-6832-0-54351600-1392609217.jpg

but when I add this line

ground.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 0, friction: 0.5, restitution: 0.7 })

the camera or plane changed the position. The ball bouce but on a vertical orientated plane/ground

post-6832-0-38746600-1392609314.jpg

#!?
Greetz Alberto

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Thanx Deltakosh,
but I think u mean ground.rotate not plane.rotate. maybe easier to understand for beginners. Here now the important part code:

the problem:
rotation of a mesh works not with enabled physics (right now)

        var ground = BABYLON.Mesh.CreatePlane("Plane", 50.0, scene);        ground.material = materialAmiga2;        ground.position.y = -10;        ground.rotation.x = Math.PI/2;

solution:

rotationQuaternion works with physics:

        var ground = BABYLON.Mesh.CreatePlane("Plane", 50.0, scene);        ground.material = materialAmiga2;        ground.position.y = -10;        ground.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, Math.PI/2, 0);
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