Posts by herrpedro

    Hello Klaus ! I am currently trying to add polygon hotspots in the 3dgs scene using the points3d method. However, I am unable to obtain the x, y, z coordinates with the mouse. How can I obtain the xyz coordinates of the mouse click? Does 3dgs not support the previous method of obtaining xyz coordinates

    hi
    I believe you can use the helper provided in here to get them with visual aid
    krpano

    hi,

    I set the scale to 1 and it was gone
    using groundcollision.bool="true" made me wonder

    since my obj had no floor.. just a ceiling I thought that may be krpano went "looking for a floor" to stand on and found the ceiling.

    I added a transparent box to the walls and the ceiling to limit the viewer wanderer and made the bottom of that box to match, in height, the same as the floor that I have in my hotpots and now I'm on the ground all the time

    thank you for your answers and time.

    hope this post helps someone.

    all the best and happy holidays

    hi,
    thank you for post

    i know you're right and i'm sorry for that but i think i can share it like this and it will help

    i'm using eyelevel 160 and ground colision, yes...

    but when appearing i am a bit above the celiing and i drop to the ground.

    i thought the scale was right.... i'd like a real world so.. meters and scale 100 is not right ?

    the obj consists of the walls and ceiling and is is declared like so ->

    <image>
    <depthmap url="model/dinningRoom.obj" scale="100" hittest="true" backgroundurl="model/2025-09-15 16.55.58 DSC06953_HDR Panorama.jpg" />
    </image>


    the floor and chairs are

    <hotspot name="dinnertable"
    type="threejs"
    url="model/dinnertable.glb"
    depth="0"
    tz="0"
    ty="0"
    oncreate="set(view.ty , -158) ; "
    onloaded="set(view.ty , -158) ;"
    onclick=""
    capture="false"
    hittest="true"
    scale="1"
    />


    i used set view ty everywhere (there are 2 chandeliers not shown) to get the user to the ground since it seemed (with that trace) that ty changed when created and loaded are fired.

    now i have a weird behaviour because of loading times... is there a way to make a loading vr screen ? In regular view it's just a layer with 100% but.. in vr ? :)

    i'll do furder testing.

    thank you again.

    added a trce

    trace(view.hlookat , ' - ' , view.vlookat , ' - ' , view.fov , ' - ' , view.tx , ' - ' , view.ty , ' - ' , view.tz , );

    and on scene loading ty is 0 but after the 1st of the elements is loaded
    INFO: 153 - 0 - 90 - 0 - 0 - 0
    INFO: onloadedchandellier1
    INFO: 153 - 0 - 90 - 0 - -1536.2528873047975 - 0 [11x]

    chandelier 1 is defined as

    tz="-240.85"
    ty="+47.7"
    tx="0.7"

    it seems that the view.ty is affected by each additional obj that i load

    hi, i'm using krpano november build and

    krpano.com - Plugins - XML Extensions

    <control
    showinfos="true"
    movemode="walking"
    joypad.bool="false"
    levelcontrol.bool="false"
    uizorder="99"
    speed.number="0"
    friction.number="0.9"
    collision.bool="true"
    groundcollision.bool="true"
    usevrfloorlevel.bool="true"
    eyelevel.number="160.0"
    collisionlevel.number="60.0"
    smoothlevelchanges.number="0.15"
    stopdistance.number="10.0"
    moveback.number="1"
    bounceback.number="0.1"
    dollydistance.number="0.5"
    />

    my room , with a table on the centre is declared like this
        
    <image>
    <depthmap url="model/dinningRoom.obj" scale="100" hittest="true" backgroundurl="model/2025-09-15 16.55.58 DSC06953_HDR Panorama.jpg" />
    </image>
            
    <hotspot name="dinnertable"
    type="threejs"
    url="model/dinnertable.glb"
    depth="0"
    tz="0"
    ty="0"
    oncreate="trace('oncreatedinner');"
    onloaded="trace('onloadeddinner');"
    onclick=""
    capture="false"
    hittest="true"
    scale="1"
    />

    the issue is that when my model is loaded I fall from about 3 meters into the floor (ceiling level) .

    When i view it in blender it is aligned to the floor, the y on the table is set to 0.... the floor

    i've seen the examples in krpano and they all start at floor and i so no differenced from mine except.. something with the model

    anything wrong i'm doing with the model itself ?

    sorry.. can't share links because is not public yet.

    thank you all

    Good morning

    Food for thought

    Using quest3 , quest3s is there any way of having model placing predictability ?

    Like.. if I place a visitor in a small tile and "enter vr mode", if my model has an open window... would i be able to put a fan to simulate the incoming wind in that place ?

    Or if I am restricted to a place physical rectangular dimension.. or a corridor... could that corridor be facing always the same orientation ?

    Been looking at compass and such but did not find any info on the quest... could if be achieved by targeting some real life like....

    stand in the tile and "shoot this target" with passthrough and would it be placed right?

    I have no particular use for this but I thought it would be interesting

    thank you for your thoughts

    Hi all,

    hope all of you are well

    i'm, using controls3d.xml to controls the 6dof movement with the keyboard with the configuration bellow

    in my model i have a tape that should prevent the visitor to go outside that area.. if i approach it gently i cannot go over it but if i go fullspeed it simply jumps. Same to the walls of the model .

    Is this a setting i can change here or is it some kind of bug ?

    krpano 1.23 2025-07-11

    initial setup ->

    <control
    showinfos="false"
    movemode="walking"
    joypad.bool="false"
    levelcontrol.bool="false"
    uizorder="99"
    speed.number="0"
    friction.number="0.9"
    collision.bool="true"
    groundcollision.bool="true"
    usevrfloorlevel.bool="true"
    eyelevel.number="160.0"
    collisionlevel.number="30.0"
    smoothlevelchanges.number="0.15"
    stopdistance.number="10.0"
    moveback.number="1"
    bounceback.number="0.1"
    dollydistance.number="0.5"
    />

    on model load it gets changed to
    set(control.speed , 1.2);
    set(control.joypad , 'true');
          
    set(control.draginertia , 0.1);
    set(control.dragfriction , 0.9);
    set(control.dragscale , 1.5);



    thank you all for the help.

    Hi all

    Searching for krpano evemts i found a new one for "when splats end render" but i did not found any for 3dmodels

    My scene has a world, a obj with some texture files , 3 glb
    I added some trace to onloaded and to events and i see is that
    onloadcomplete is called before the onloaded of 1 of the glb

    INFO: oncreateglb1
    INFO: oncreateglb2
    INFO: onloadedglb2
    INFO: onloadcomplete
    INFO: onloadedglb1


    glb1 has ~90mb and i'm on a fast network but things get ugly with a slower network

    I can build like a "loading" layer using the onloading and onloaded but

    is there such an event? I only have to handle onloaded of 4glb.. not that hard.. but would be cleaner with some event saying that "all is good.. just show the thing!" :)

    Thank you all

    So.. found more info and.... there is no wasm... it's a compilation of krpano in "web assembly"

    just leave this here if someone needs it

    edit : unless Klaus, one of these days, builds a wasm instead/and of a js :)

    hi all, good afternoon

    I have a client with a very tight web security team that has concerns with the unsafe-eval

    To mitigate this issue they asked it it was possible to use a wasm file that would be CSP-compliant" or "security-focused"

    I've noticed that the tour testing server just added wasm mime type so this should be a known file type and what it is its use

    Online I found only that it is a binary file and might help javascript to be safer but i did not understand the work of it.

    Is it the same file for every krpano site? must be built? how?


    thank you for your help and attention.

    all the best

    hi all

    in 10 minutes solved a pending issue that i had lurking for years in my mind
    I think that it would be great to have some skin setting to add it, Klaus :)

    fast tutorial
    1 - copy icon_anaglyph.png from examples into skin folder

    2 - bellow skin_btn_vr definition add a similar definition to skin_btn_anaglyph

    <layer name="skin_btn_vr" style="skin_base|skin_glow" crop="0|0|80|64" align="center" x="+146" y="0" scale="0.5" onclick="webvr.enterVR();" />
    <layer name="skin_btn_anaglyph" style="skin_base|skin_glow" url="icon_anaglyph.png" align="center" x="+152" y="0" scale="0.53" onclick="switch(display.anaglyph);" visible="true"/>

    3 - define the variable that will help you show the anaglyph button (I'm always guiding myself through vr button)
    calc(show_vrbutton, webvr.isavailable == true);
    calc(show_anaglyphbutton, image.stereo == true);

    4 - make room for the extra button

    calc(show_dirbuttons, !device.mobile AND ((area.pixelwidth + 2*cpos) GT 600) );

    4.1 - under the skin_btn_vr placement actions define your anaglyph button actions too. Special attention to cpos and lpos.
    set(layer[skin_btn_vr].align, center);
    copy(layer[skin_btn_vr].visible, show_vrbutton);
    copy(layer[skin_btn_vr].x, cpos);
    if(show_vrbutton, inc(cpos,48));

    set(layer[skin_btn_anaglyph].align, center);
    copy(layer[skin_btn_anaglyph].visible, show_anaglyphbutton);
    copy(layer[skin_btn_anaglyph].x, cpos);
    if(show_anaglyphbutton, inc(cpos,80));

    4.2 - without direction buttons
    set(layer[skin_btn_vr].align, left);
    copy(layer[skin_btn_vr].visible, show_vrbutton);
    copy(layer[skin_btn_vr].x, lpos);
    if(show_vrbutton, inc(lpos,44));

    set(layer[skin_btn_anaglyph].align, left);
    copy(layer[skin_btn_anaglyph].visible, show_anaglyphbutton);
    copy(layer[skin_btn_anaglyph].x, lpos);
    if(show_anaglyphbutton, inc(lpos,80));

    all done