text: [{"Owner":"Tyrahell","Date":"2014-08-01T13:10:43Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi everyone_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Thanks to you i managed to load my geometry created a third app _dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.strains.fr/import_bridge.html_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.strains.fr/import_bridge.html_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_At the moment_co_ im dealing with the picking (left shift + left click in the sample above) and get some trouble because my bridge is only composed of a unique mesh named _t_Cube_t_ _dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_{_qt_autoClear_qt__dd_true_co__qt_clearColor_qt__dd_[0.41_co_0.41_co_0.41]_co__qt_ambientColor_qt__dd_[0.0_co_0.0_co_0.0]_co__qt_gravity_qt__dd_[0.0000_co_-9.8100_co_0.0000]_co__qt_cameras_qt__dd_[{_qt_name_qt__dd__qt_Camera_qt__co__qt_id_qt__dd__qt_Camera_qt__co__qt_position_qt__dd_[7.4811_co_5.3437_co_-6.5076]_co__qt_rotation_qt__dd_[0.4615_co_-0.8149_co_0.0108]_co__qt_fov_qt__dd_0.8576_co__qt_minZ_qt__dd_0.1000_co__qt_maxZ_qt__dd_100.0000_co__qt_speed_qt__dd_1.0000_co__qt_inertia_qt__dd_0.9000_co__qt_checkCollisions_qt__dd_false_co__qt_applyGravity_qt__dd_false_co__qt_ellipsoid_qt__dd_[0.2000_co_0.9000_co_0.2000]}]_co__qt_activeCamera_qt__dd__qt_Camera_qt__co__qt_lights_qt__dd_[{_qt_name_qt__dd__qt_Lamp_qt__co__qt_id_qt__dd__qt_Lamp_qt__co__qt_type_qt__dd_0.0000_co__qt_position_qt__dd_[4.0762_co_5.9039_co_1.0055]_co__qt_intensity_qt__dd_1.0000_co__qt_diffuse_qt__dd_[1.0000_co_1.0000_co_1.0000]_co__qt_specular_qt__dd_[1.0000_co_1.0000_co_1.0000]}]_co__qt_materials_qt__dd_[{_qt_name_qt__dd__qt_1cube.Material_qt__co__qt_id_qt__dd__qt_1cube.Material_qt__co__qt_ambient_qt__dd_[0.8000_co_0.8000_co_0.8000]_co__qt_diffuse_qt__dd_[0.6400_co_0.6400_co_0.6400]_co__qt_specular_qt__dd_[0.5000_co_0.5000_co_0.5000]_co__qt_specularPower_qt__dd_50.0000_co__qt_emissive_qt__dd_[0.0000_co_0.0000_co_0.0000]_co__qt_alpha_qt__dd_1.0000_co__qt_backFaceCulling_qt__dd_false}]_co__qt_meshes_qt__dd_[{_qt_name_qt__dd__qt_Cube_qt__co__qt_id_qt__dd__qt_Cube_qt__co__qt_materialId_qt__dd__qt_1cube.Material_qt__co__qt_position_qt__dd_[0.0000_co_0.0000_co_0.0000]_co__qt_rotation_qt__dd_[-0.0000_co_-0.0000_co_0.0000]_co__qt_scaling_qt__dd_[1.0000_co_1.0000_co_1.0000]_co__qt_isVisible_qt__dd_true_co__qt_isEnabled_qt__dd_true_co__qt_useFlatShading_qt__dd_false_co__qt_checkCollisions_qt__dd_false_co__qt_billboardMode_qt__dd_0_co__qt_receiveShadows_qt__dd_false_co__qt_positions_qt__dd_[0.000000_co_-1.050034_co_-0.525000_co_1.000000_co_-1.050034_co_-0.525000_co_1.000000_co_-1.050034_co_-0.505189_co_0.000000_co_-1.050034_co_-0.505189_co__lt_/pre_gt__lt_p_gt_You can check the totally of my bridge.babylon hand made file there _dd_ www.strains.fr/bridge.babylon_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_If you got any idea on how to add multiple _qt_name_qt_ to each mesh of my scene_co_ let me know _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_happy.png_qt_ alt_eq__qt_^_^_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/happy@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Regards_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Tyrahell_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2014-08-01T14:23:21Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hey_co_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_You can do it in Blender/3DSmax_co_ by creating submeshes for your cube._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Cheers_co_ _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Tyrahell","Date":"2014-08-01T15:23:00Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi Temechon_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_As written below_co_ my .babylon file is hand written by a third app (our numerical solver) so i have to find a manual way to identify each submesh inside my meshes named _t_cube_t_._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Any tought ?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_++Tyra _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_biggrin.png_qt_ alt_eq__qt__dd_D_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/biggrin@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-08-01T15:56:50Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The only way is by number I guess _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_sad.png_qt_ alt_eq__qt__dd_(_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/sad@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Tyrahell","Date":"2014-08-04T08:41:45Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_blockquote data-ipsquote_eq__qt__qt_ class_eq__qt_ipsQuote_qt_ data-ipsquote-contentcommentid_eq__qt_49478_qt_ data-ipsquote-contenttype_eq__qt_forums_qt_ data-ipsquote-contentclass_eq__qt_forums_Topic_qt_ data-ipsquote-contentid_eq__qt_8263_qt_ data-ipsquote-username_eq__qt_Deltakosh_qt_ data-cite_eq__qt_Deltakosh_qt_ data-ipsquote-timestamp_eq__qt_1406908610_qt__gt__lt_div_gt__lt_div_gt__lt_p_gt_The only way is by number I guess _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_sad.png_qt_ alt_eq__qt__dd_(_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/sad@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_/div_gt__lt_/div_gt__lt_/blockquote_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Hi DK_co_ my picking look like this _dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_                // Picking\t\twindow.addEventListener(_qt_click_qt__co_ function (evt) \t\t{\t\t\t\tif (evt.shiftKey)\t\t\t{\t\t\t\t// We try to pick an object_co_ type of BABYLON.Mesh\t\t\t\tvar pickResult _eq_ myScene.pick(evt.clientX_co_ evt.clientY)_sm_\t\t\t\tif( pickResult.hit )\t\t\t\t{\t\t\t\t\tvar result _eq_ pickResult.pickedMesh.id_sm_\t\t\t\t\talert(result)_sm_\t\t\t\t}\t\t\t}\t\t})_sm__lt_/pre_gt__lt_p_gt_My result when i shift+click on a polygon is to get a Babylon.Mesh structure_co_ but im not interessed by the whole structure_co_ only by the clicked polygon._lt_/p_gt__lt_p_gt_If i cant get a name or id by polygon_co_ how can i interact with a polygon to transform it ?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Regards_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Tyrahell_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-08-04T18:43:26Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_You can do something like this (This is what I did to get uv of the picked point)_dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var indices _eq_ this.pickedMesh.getIndices()_sm_            var uvs _eq_ this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind)_sm_            var uv0 _eq_ BABYLON.Vector2.FromArray(uvs_co_ indices[this.faceId * 3] * 2)_sm_            var uv1 _eq_ BABYLON.Vector2.FromArray(uvs_co_ indices[this.faceId * 3 + 1] * 2)_sm_            var uv2 _eq_ BABYLON.Vector2.FromArray(uvs_co_ indices[this.faceId * 3 + 2] * 2)_sm_            uv0 _eq_ uv0.scale(this.bu)_sm_            uv1 _eq_ uv1.scale(this.bv)_sm_            uv2 _eq_ uv2.scale(1.0 - this.bu - this.bv)_sm_            return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x_co_ uv0.y + uv1.y + uv2.y)_sm__lt_/pre_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Tyrahell","Date":"2014-08-08T11:48:29Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Thanks a lot_co_ now i have directly access to my scene properties through picking and using a .babylon file._lt_/p_gt__lt_p_gt_Here is the code sample to flip my scene in real time _dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_// Picking\t\twindow.addEventListener(_qt_click_qt__co_ function (evt) \t\t{\t\t\t\tif (evt.shiftKey)\t\t\t{\t\t\t\t// We try to pick an object_co_ type of BABYLON.Mesh\t\t\t\tvar pickResult _eq_ myScene.pick(evt.clientX_co_ evt.clientY)_sm_\t\t\t\tif( pickResult.hit )\t\t\t\t{\t\t\t\t\t\tvar indices _eq_ pickResult.pickedMesh.getIndices()_sm_\t\t\t\t\t\tvar VerticesPosition _eq_ pickResult.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind)_sm_\t\t\t\t\tvar nbPosition _eq_ VerticesPosition.length / 3_sm_\t\t\t\t\t\t\t\t\t\tvar arrayPosition _eq_ []_sm_\t\t\t\t\t\t\t\t\t\tfor ( i _eq_ 0_sm_ i &lt_sm_ nbPosition_sm_ i++ ) \t\t\t\t\t{\t\t\t\t\t\tvar myX _eq_ VerticesPosition[ i*3 + 0 ]_sm_\t\t\t\t\t\tvar myY _eq_ VerticesPosition[ i*3 + 1 ] * -1_sm_\t\t\t\t\t\tvar myZ _eq_ VerticesPosition[ i*3 + 2 ]_sm_\t\t\t\t\t\t\t\t\t\t\t\tarrayPosition.push( myX )_sm_\t\t\t\t\t\tarrayPosition.push( myY )_sm_\t\t\t\t\t\tarrayPosition.push( myZ )_sm_\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\tpickResult.pickedMesh.setVerticesData( BABYLON.VertexBuffer.PositionKind_co_ arrayPosition_co_ false)_sm_\t\t\t\t}\t\t\t}\t\t})_sm__lt_/pre_gt__lt_p_gt_Problem solved once more thanks to you DK_co_ see you all in september !_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_++Tyra _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]