Nubsy Posted July 30, 2014 Share Posted July 30, 2014 Hello everyone!First I just want to say that I'm really enjoying the simplicity and ease of use of Babylonjs, and from the topics I've read here, you all are very helpful and more importantly, excited to help. I know this question reeks of not doing my research, but I promise that I have, and I must be missing something. I'm guessing it's probably something small and stupid, because that seems to be my usual problem. My idea was to make a maze. The boundaries of the maze are defined by a 2D array which is traversed to create box meshes in the correct location. I also created a flat box "floor" mesh as the floor, and then what I'm calling a speck. The speck is a small box with no transformations that acts as the parent to the wall boxes and the floor. I would apply a rotation to the speck and everything would rotate with it. (I'm using Temechon's Oimo plug-in and babylon.1.13-beta-debug.js btw). The walls and floor have physics set as:setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, restitution: 0.5, move: false }); And the sphere that goes in the maze has a state of:setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0.1, move: true}); However, if I apply a rotation to the parent, the floor and wall meshes rotate, but the ball falls through the floor and lands on the invisible impostor, which has stayed in the original location. (which is the proper behavior, I think) I know about "Quarternion Hell", but even that doesn't seem to work. Either I'm doing something wrong, or again, I'm missing something. Here's what I have so far:var canvas, engine, scene, camera, boxSize = 4.0, rowTileCount = 15, colTileCount = 20, mazeWall = [], mazeFloor = [], mazeHeight = 60, mazeWidth = 80, sphere, maze = [ [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 2, 0, 1], [1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ];document.addEventListener("DOMContentLoaded", function() { if (BABYLON.Engine.isSupported()) { initScene(); }}, false);window.addEventListener("resize", function () { if (engine) { engine.resize(); }},false);function initScene() { /* Canvas, engine, scene, and lights */ canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); scene = new BABYLON.Scene(engine); oimo = new BABYLON.OimoJSPlugin() scene.enablePhysics(new BABYLON.Vector3(0,-9.81,0), oimo); var light = new BABYLON.PointLight("light", new BABYLON.Vector3(0 - (mazeWidth/2), 5, 0 - (mazeHeight/2)), scene); var light2 = new BABYLON.PointLight("light", new BABYLON.Vector3((mazeWidth/2), 5, (mazeHeight/2)), scene); /* Materials... all of them */ var materialSphere = new BABYLON.StandardMaterial("texture1", scene); materialSphere.diffuseTexture = new BABYLON.Texture("./img/franceball2.jpg", scene); var materialBox = new BABYLON.StandardMaterial("texture3", scene); materialBox.diffuseTexture = new BABYLON.Texture("./img/ground.jpg", scene); /* Floor, sphere (this seems out of place?), and camera (because it relies on sphere) */ speck = BABYLON.Mesh.CreateBox("speck", 0.01, scene); //speck.rotation.x = Math.PI/8; speck.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, Math.PI/8, 0); floor = BABYLON.Mesh.CreateBox("worldFloor", 1, scene); floor.scaling.x = mazeWidth; floor.scaling.z = mazeHeight; floor.position.y -= 1.8; floor.material = materialBox; floor.parent = speck; floor.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, restitution: 0.5, move: false }); sphere = BABYLON.Mesh.CreateSphere("Sphere", 10.0, 4.0, scene); sphere.material = materialSphere; sphere.position = new BABYLON.Vector3(5.1 - ((mazeWidth/2) - (boxSize/2)), 15, 10 - ((mazeHeight/2) - (boxSize/2))); sphere.checkCollisions = true; sphere.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0.1, move: true}); camera = new BABYLON.ArcRotateCamera("Camera", 2, 1, 40, sphere.position, scene); camera.attachControl(canvas); var createWall = function(id, x, z, type) { if(type == 1) { box = BABYLON.Mesh.CreateBox("box", 4.0, scene); box.position = new BABYLON.Vector3(x - ((mazeWidth/2) - (boxSize/2)), 0, z - ((mazeHeight/2) - (boxSize/2))); box.material = materialBox; box.parent = speck; box.checkCollisions = true; box.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, restitution: 0.5, move: false }); } }; /* Build maze by iterating over maze array */ var id = 0; for (var r = 0; r < rowTileCount; r++) { for (var c = 0; c < colTileCount; c++) { var tile = maze[r][c]; createWall(id, (c*boxSize), (r*boxSize), tile); id++; } } /* Engine loop */ engine.runRenderLoop(function () { scene.render(); });}window.addEventListener("keyup", function (event) { if (event.keyCode === 87) { //up speck.rotation.z += Math.PI/64; //sphere.applyImpulse(new BABYLON.Vector3(0,0,2), sphere.position); } else if (event.keyCode === 65) { //left speck.rotation.x -= Math.PI/64; //sphere.applyImpulse(new BABYLON.Vector3(-2,0,0), sphere.position); } else if (event.keyCode === 68) { //right speck.rotation.x += Math.PI/64; //sphere.applyImpulse(new BABYLON.Vector3(2,0,0), sphere.position); } else if (event.keyCode === 83) { //down speck.rotation.z -= Math.PI/64; //sphere.applyImpulse(new BABYLON.Vector3(0,0,-2), sphere.position); }});I feel like something like rotating meshes on the fly should be fairly simple, am I mistaken? Thanks for your help and all your hard work! Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 30, 2014 Share Posted July 30, 2014 Hi Nubsy, welcome ! The Oimo plugin is not in the stable version of Babylon for now (the plugin is over and the typescript version is coming soon).I think you forgot to update the body position of your ground. In my last demo (http://pixelcodr.com/tutos/oimo/game/index.html), I created a custom version of babylon v1.13, is it the one you currently use ? If so, you should have a function mesh.updateBodyPosition().This function should be used when the mesh position (and/ rotation) has been updated. In your case, in your keyboard handler, you should add : speck.rotation.z -= Math.PI/64;floor.updateBodyPosition();This way, the body (the physical object used by Oimo) will update its position, and all physicals objects will react accordingly. I hope this help Cheers ! Quote Link to comment Share on other sites More sharing options...
Nubsy Posted July 31, 2014 Author Share Posted July 31, 2014 Hi Nubsy, welcome ! The Oimo plugin is not in the stable version of Babylon for now (the plugin is over and the typescript version is coming soon).I think you forgot to update the body position of your ground. In my last demo (http://pixelcodr.com/tutos/oimo/game/index.html), I created a custom version of babylon v1.13, is it the one you currently use ? If so, you should have a function mesh.updateBodyPosition().This function should be used when the mesh position (and/ rotation) has been updated. In your case, in your keyboard handler, you should add : speck.rotation.z -= Math.PI/64;floor.updateBodyPosition();This way, the body (the physical object used by Oimo) will update its position, and all physicals objects will react accordingly. I hope this help Cheers ! I am using that version of Babylon, yes. That has helped some, but it's still not quite right. So, when it first loads, the ball drops into the maze and bounces slightly, which is perfect. Then upon hitting the arrow keys, the maze moves, but the ball still still stays where it is; the maze moves through it. What I'd like is for it to be in the maze as it moves, and roll with gravity. I know gravity is enabled because it falls. I don't think that the ball should be a child to anything, it should be a free body, right? The other thing that's slightly minor, but possibly relevant is that the ball is just slightly 'in' the floor, rather than on top. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Temechon Posted August 1, 2014 Share Posted August 1, 2014 Can you have a demo that I can try ? Thanks Quote Link to comment Share on other sites More sharing options...
Nubsy Posted August 1, 2014 Author Share Posted August 1, 2014 I think this is what you're looking for: http://jsfiddle.net/crQQk/3/ However, the arrow keys don't seem to work for me in a Fiddle. I'm actually using the Babylon-1.13, Babylon.Oimo, and Oimo.Rev from your site because I've been using your tutorials. Temechon 1 Quote Link to comment Share on other sites More sharing options...
Temechon Posted August 1, 2014 Share Posted August 1, 2014 Thank you for your demo and for using my tutorial I hope it helped you a bit ! It appears the floor is set to 'move:false'... Therefore, its body won't move at all.I'm sorry, but I didn't find a way to create such a game (with a static moving floor) with the current version of the plugin. I will think about it though, and I will answer to this thread if I find anything. Nubsy 1 Quote Link to comment Share on other sites More sharing options...
Nubsy Posted August 1, 2014 Author Share Posted August 1, 2014 Thank you for writing them. I spoke with you on Reddit last week, and like I said there, your tutorials gave me the kick in the rear I needed to look into webGL. Definitely let me know if you think of anything. I guess I'm going to try to make something else. Not giving up on Babylon! haha GameMonetize and Temechon 2 Quote Link to comment Share on other sites More sharing options...
Temechon Posted August 3, 2014 Share Posted August 3, 2014 Hey I worked on a new version of Oimo plugin, and the first problem is now fixed (the sphere going slightly through the floor).The second problem is identified (the parent relation is not taken into account by Oimo), and I'm working on this. I'll keep you informed Nubsy 1 Quote Link to comment Share on other sites More sharing options...
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