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Babylon.js documentation page

Home Page: http://doc.babylonjs.com

License: Apache License 2.0

JavaScript 30.04% CSS 21.63% HTML 3.93% TypeScript 0.52% SCSS 21.42% Handlebars 9.74% Pug 12.73%

olddocumentationsite's Introduction

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olddocumentationsite's Issues

Graphical issues

  • Font roboto semi-bold not found
  • Tags not displayed properly
  • The whole code is displayed if searched by tag/title

Links to documentation in tutorials

Many tutorials have links to documentation, some use broken links. They are often under this forms :
http://doc.babylonjs.com/classes/2.5/deviceorientationcamera (actual correct link) or http://doc.babylonjs.com/classes/deviceorientationcamera

It's kind of painstaking work to update them all.

Is there a way to make permanent links to an element in doc', even when the doc will update to 3.0 ? (links will be http://doc.babylonjs.com/classes/3.0/deviceorientationcamera I guess ?).
Maybe somethings like url rewriting or global php variables ?

(I submit this question 'cause I haven't enough skills to know if this possible :) )

Create VR Resource

There's currently no guide under General, Tutorials, or Overviews that details the VR offerings from Babylon.js.

I plan to create a guide that would show things such as:

  • Creating a reticle
  • VR input/cameras
  • UI (used for something like score)
  • spatialized sound

(I'd self assign if I could)

Tutorial on Cameras, Mesh Collisions and Gravity

http://doc.babylonjs.com/tutorials/cameras,_mesh_collisions_and_gravity

The part with gravity does not seem to work. Not sure if I'm missing something..I thought perhaps the tutorial is outdated?

I realized that I need the physics engine enabled for this to work. I think the example code does not mention this and is rather confusing? What do I need the ellipsoid for if the physics engine is doing the collision checking? Is that just for the camera?

Reprod here:
https://www.babylonjs-playground.com/#4HUQQ#202

Dead links in http://doc.babylonjs.com/overviews/solid_particle_system

Page:
http://doc.babylonjs.com/overviews/solid_particle_system

Section:

This is rather useful if you display only plane particles. However, if you deal only with 2D particles you should consider to use the BJS Particle System or the Sprite Manager which are more performant in 2D computation.

Dead links:

Add images in tutorials

I would see images of presentation of each mesh in this tutorial for example.

http://doc.babylonjs.com/tutorials/mesh_createxxx_methods_with_options_parameter

I think there are tutorials that should have pictures (for illustrated). I mean there are a lot of tutorials that only feature you text. Adding images can help you know what it's all about at a glance.

Exemple in this doc :
http://doc.babylonjs.com/tutorials/in-browser_mesh_simplification_(auto-lod)

3 images that presents a decimer models could be enough to see what it is about.

I could probably help here if I only have pictures to add.

Broken link AND folder no found

I run the command "grunt serve watch" and problem ... show:

Error: ENOENT: no such file or directory, scandir 'C:\Users\steph\Documents\DEVELOPPEMENT\DOCUMENTATIONS\BabylonJS_DOC\Documentation\data\search'

I create the folder "search" ... Yes i see the page web "localhost:3000", but I click on tab "tutorial" And I click on another choice. Example: "Cameras" and boom: "404. Page not found"

I see in the url there is a duplicate, example(tutorials/tutorials):
localhost:3000/tutorials/tutorials/Cameras.
Same thing for others:

Thanks!

Documentation for Blender exporter

I'm on it, trying to finish first version as soon as possible ;)
Everyone can (should?) suggest ideas/enhancement/requests/etc, here, or in the forum.

Right now, this is the todo-list:

  • finish features list [quite done, need polishing and missing some cycles options],
  • add good practice for amature animation (example),
  • add color settings tip: (job done)
  • how works meshes instances (example)
  • Merge /resources/installing__the_babylon_exporter/ page directly into /resources/blender/ page
  • once task above done, delete installation part in this readme
  • how works different types of animations
  • add a changelog.md (example)
  • add a Blender to glTF page
  • add an html example/snippet to quickly test our exported .babylon file (maybe already existing in the doc? if so, add a link to)

issue with running example from the canvas 2D tutorial.

I went here: http://doc.babylonjs.com/tutorials/using_the_canvas2d

And followed the playground link to here: https://www.babylonjs-playground.com/#2AVSFH#35

Since I'm rather new to this, I'm not sure if I'm missing something or it's not working.

It does not render anything for me and I get this error message:

babylon.canvas2d.min.js:4 Uncaught TypeError: e.Tools.getClassName is not a function
    at o.get [as modelKey] (babylon.canvas2d.min.js:4)
    at o.n._createModelRenderCache (babylon.canvas2d.min.js:7)
    at o.n._prepareRenderPre (babylon.canvas2d.min.js:6)
    at o.r._prepareRender (babylon.canvas2d.min.js:5)
    at r.n._prepareGroupRender (babylon.canvas2d.min.js:7)
    at r.n._updateCanvasState (babylon.canvas2d.min.js:11)
    at r.n._render (babylon.canvas2d.min.js:11)
    at e.callback (babylon.canvas2d.min.js:10)
    at e.notifyObservers (babylon.js:2)
    at r.render (babylon.js:11)```

syntax error

replace

var rot = BABYLON.Vector.RotationFromAxis(axis1, axis2, axis3);

with

var rot = BABYLON.Vector3.RotationFromAxis(axis1, axis2, axis3);

in the file Documentation\content\tutorials\03_Advanced\How_Rotations_and_Translations_Work.md
I could not PR this , see other issue

Indentation inconsistencies with bullet lists

I just started using/learning BabylonJS through the tutorials and noticed some inconsistencies in the bullet lists starting here.

screenshot

Next tutorial onwards, the indents seem to be completely missing. It would be great to have content indented with the list item it belongs to. Since this is markdown, a few newlines/tabs ought to fix this (a script with a regex replace could be written maybe, since this looks like a recurring issue).

Apologies for spam if this is known and is being worked upon. If not, I can work on a PR over the weekend.

Update CSS

As we can see in blender doc, some html elements haven't css assigned:

  • h4
  • th
  • th a

css

suggestion, use for now same css as h3:

font-weight: 300;
font-family: "Open Sans";

Using_The_Physics_Engine.md miss-pelllings

some mispellings:

Introdution -> Introduction (missing R)
Bablon.js -> Babylon.js
phyisics -> physics
handlig -> handling
neccessary -> necessary
sphers -> spheres
Solide -> Solid ?!?
applys -> applies
pyhscis -> physics
phyysics -> physics
pyhscis -> physics (a second time)
bwtween -> between
inlustrations -> illustrations

that's all folks!

PS Nevertheslss I didn't understand the whole paper yet ;-)

source: https://github.com/BabylonJS/Documentation/blob/50e389eba101a55ab169ae1339d05d755477572d/content/tutorials/03_Advanced/Using_The_Physics_Engine.md

What should happen when applying opacity less than 1 to a node with descendants?

Hello David and contributors,

I'd like your opinion:

If we have a node in a 3D scene, and it has many descendants (a sub tree), what should happen when we apply opacity with a value less than 1 to it?

  1. It, and all of it's children should become transparent, multiplying opacities down the scene graph.
  2. It's content should become transparent but not that of its descendants.
  3. Same as (1), but the whole object should be flattened into a plane.

The reason I want your opinion is because the new specs for CSS 3D (css-transforms) state here that the answer is (3).

To see what I mean, view these two examples in Chrome 53 or higher:

The second example has opacity applied to the node that contains all the sub-nodes which compose the car. The opacity, according to spec, flattens the car into a plane (turns it into paper!).

I'm asking various 3D engine authors for opinions of what the correct or most expected behavior should be.

All the best,
~ Joe

Bug when searching for (code=physics)

http://doc.babylonjs.com/playground?code=physics

Uncaught SyntaxError: Illegal return statement
    at eval (<anonymous>)
    at Function.globalEval (jquery.min.js:2)
    at n.fn.init.domManip (jquery.min.js:3)
    at n.fn.init.append (jquery.min.js:3)
    at Object.<anonymous> (search_playground.js:137)
    at j (jquery.min.js:2)
    at Object.fireWith [as resolveWith] (jquery.min.js:2)
    at x (jquery.min.js:4)
    at XMLHttpRequest.<anonymous> (jquery.min.js:4)

Implement typedoc as replacement for current API builder

Follow-up to #712.

Preparations:

  • The file data/classes-tags.json that gets generated during the build (from markdown metadata in the class files) will have to be added to the repo.
  • #714

Tasks:

  • Setup a script to generate API pages for https://github.com/BabylonJS/Babylon.js/tree/master/src using http://typedoc.org/
  • Create a configuration and custom theme to match the current final html output.
    • Limit output to index and class files.
    • Make file names match current structure.
    • Make links match current paths.
    • Make handlebar layouts to match current class output (minus sidebar index).
    • Include sidebar index (without tags).
    • Add tag groups to sidebar index.
    • Add tag groups to index.
    • Header, banner, footer includes: Either include rendered pug includes or port includes to handlebars.
    • Pass through custom options (instead of hardcoding values).
  • Remove markdown class files.
  • Perform a final review
  • Publish

Unresolved issues:

  • entryPoint cannot be set. Resolved via TypeStrong/typedoc#511 (comment).
  • When a series of docblocks is used (e.g. getter/setter in ColorCurves) only the first block gets rendered.
  • Implicitely private members (_ prefix) are not excluded.
  • Line breaks in docblocks are lost.

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