hello ,
i’m using gizmos for some mesh in my scene and i have some result like this :
https://www.babylonjs-playground.com/#31M2AP#48
any help to change direction Z axe (blue axe ) ==> direction to user.
thanks for help
hello ,
i’m using gizmos for some mesh in my scene and i have some result like this :
https://www.babylonjs-playground.com/#31M2AP#48
any help to change direction Z axe (blue axe ) ==> direction to user.
thanks for help
I think it could be a nice feature to implement. I don’t think it is currently supported thou.
You could implement it yourself - something along the lines of this:
https://www.babylonjs-playground.com/#31M2AP#88
Notice that I dispose the old z axis drag gizmo and add one myself in the right normal (-1 on the z instead of 1)
thanks @RaananW for help
@RaananW Sorry for the inconvenience, but I have another question about gizmos: can I change the thickness of the gizmos’ axes?
thank you
If you ask so nicely anything is possible!
If you use javascript, you could use the fact that the are no private variables in javascript:
https://www.babylonjs-playground.com/#31M2AP#96
If you use typescript, you will need to find the right mesh in the utilityLayerScene and scale this mesh.
sorry @RaananW but you are changing the size of the axes not their thicknesses
I am just showing you how you can manipulate the root mesh of the gizmo.
The mesh is being built this way:
public static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode {
var arrow = new TransformNode("arrow", scene);
var cylinder = CylinderBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 0.075, diameterBottom: 0.0375, tessellation: 96 }, scene);
var line = CylinderBuilder.CreateCylinder("cylinder", { diameterTop: 0.005, height: 0.275, diameterBottom: 0.005, tessellation: 96 }, scene);
line.material = material;
cylinder.parent = arrow;
line.parent = arrow;
// Position arrow pointing in its drag axis
cylinder.material = material;
cylinder.rotation.x = Math.PI / 2;
cylinder.position.z += 0.3;
line.position.z += 0.275 / 2;
line.rotation.x = Math.PI / 2;
return arrow;
}
So _arrow is this arrow object. it has two children, and you can get them using _arrow.getChildren(). I don’t know exactly what you want to do, but this would be the one way you can do this.
thanks for the explanation and aslo for your time,
I just want to enlarge the thickness of the axes (Thicker).