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babylon_runtime's Issues

Camera move event

Something like:

_r.on(_r.scene.activeCamera, 'move', () => { console.log('moved !!!'); });

And maybe an option to set if it's for:

  • position only
  • rotation only
  • both (default)

_r.on(_r.scene.activeCamera, 'move', () => { console.log('moved !!!'); }, "ROTATION_ONLY");

"ghost" animation value

on line 3510 we had to add this line element.animations.splice(element.animations.indexOf(animation), 1); to avoid kind of ghost animation playing
for example camera fov is animated through a hotspot, then user interact on another thing in the scene, using an another kind of animate: fov is animated too!

match function

_r.match(meshName, selector);

For example:

if(_r.match(mesh.name, '*hotspot*:mesh')){ //ok }

Accessing to a texture which doesn't exist stop loading

Example: if a bumpTexture is not assigned on the material, this patch will crash the loading (and doesn't give useful infos in the browser console)

[
    {
        "*default*:material":
        {
            "ambientColor": "red",
            "bumpTexture":
            {
                "level": 1
            }
        }
    }
]

easing property: linear

linear seems to be the default value when no easing is set, but when user write

{
    "easing": "linear"
}

a warning message says linear is not recognize

[patches] _r.patch(arrayOfUrlPatches);

Preload patches in function _r.patch (or a specific function like: _r.patchFromFiles)
Example:
_r.patchFromFiles([ "patches/materials.patch", "patches/meshes.patch" ])

[library] download / load / show / hide / dispose

download: download library without loading it in the scene
load: load library in the scene
show: show library in the scene
hide: hide library in the scene
dispose: dispose library mesh + material with option disposeMaterialAndTextures true/false

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