Comments (3)
I haven't delved into the source code, but I kind of got around this issue by setting the "backface" property of the .children[0].children[1] of the cylinder shape element.
The backface of the cylinder seems to be stored as a separate shape, as a grand-child of the cylinder shape itself.
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Thanks for reporting this issue. Yeah, this is an issue — there's no straight-forward way to update interior shapes of composite shapes like Cylinder base. The closest thing is updatePath, but I'm not sure if that will work in this case.
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Old issue, but times have changed and this would be an ideal case for using the reactivity functionality from Vue 3. Vue is certainly a bit of an overkill, but that functionality is really cool. It wraps objects in proxies thus allowing you to get notified if anything in the object changes (=making them reactive), even nested deep below if you wish. On notification of the change you could then simply update the scene.
I am not sure if there is any package available that only provides the reactivity part of vue, but if you are using Vue anyway, this should work.
Edit: In other words,this does have to be part of zdog, but could be solved with an external library providing reactivity.
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Related Issues (20)
- Migrate codebase to ES8/TypeScript? HOT 8
- Element overlay late HOT 1
- Would wasm make it any faster? HOT 3
- Line across inside cylinder when fill is false HOT 2
- scene = new Zdog.Anchor() - Memory Leak? HOT 1
- why do shapes vanish when on a box HOT 1
- how animate a shape with a path HOT 1
- using for-loop and variables in path command HOT 1
- camera move(feature request) HOT 2
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- Library
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- add light source
- dragRotate doesn't work HOT 1
- smoke effects cause model flickering HOT 3
- AddTo can't change after creation of Zdog element HOT 4
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