convertRight2Left(v){
return new BABYLON.Vector3(v.x, v.z, v.y)
}
I believe?
then a quad if you run into it I think is:
convertRight2Left(q){
return new BABYLON.Quaternion(-q.x, -q.z, -q.y, q.w)
}
I’m not 100% on that, but I think that sounds familiar from math class decades ago… o_O… But I think this is assuming z is up (Unity coordinate system)… so It might actually be wrong… Actually thinking about this a little harder, this script would need to change because we use y as up not z.
Hello. I was searching and found this old topic. The problem shown in the initial message is still happening. Check the playground above. If useRightHandedSystem is set to true, the disc seems to face away if billboardMode != 0
I kind of have to use useRightHandedSystem=true in my project but its making my billboards face away. I could set the face doublesided but I’d rather not. Any ideas?
There’s the same issue with Sprites too.
If you add scene.useRightHandedSystem = true; to this doc playground, the sprite direction is mirrored.
Is it a bug or am I missing something?
It would be awesome to have “native” right-handed support. Sure, converting vectors between two conventions is trivial but it’s a big source of error (especially when the project incorporates external data with a different convention). What is the state of right-handedness in babylon now? I’m thinking of porting my threeJS project to babylonJS (mostly because of compute shaders and physics support), but the handedness is a big deal to me.
Sounds good. I know this is a bit vague, but does anyone have an impression on how difficult it is to port from ThreeJS to babylon? My project is only some 3000 lines (typescript), where maybe 500 touch the threeJS API. If anyone’s come across any major roadblocks in this kind of port, such cases would be helpful to know about.
Edit: it uses electron+vite, by the way. Not sure if that matters, it’s my first time touching web.
Ported in 2 days! No hard problems, the part that took the longest (not very long) was porting the custom shaders and getting my pointcloud rendering to work.