Comments (4)
Do we still need this? @IRobot1
from angular-three.
Yes. I think its needed
from angular-three.
pmndrs/use-cannon#67 Until cannon-worker adds support for preStep and postStep, we cannot really do anything sadly
from angular-three.
Actually, its not needed. Simply subscribe to velocity (or other api property) which is called on every stepSize change. You don't get to choose pre or post step, but it works quite well for calculating orbits
See callbacks example and code
from angular-three.
Related Issues (20)
- Support for threejs r141 HOT 4
- Error: export 'XRRigidTransform' (imported as 'XRRigidTransform') was not found in 'three' HOT 4
- [Feature] Method to remove physics body HOT 1
- [Bug?/Feature] Missing loader objects HOT 5
- [Bug] Objects not added to scene after Enter VR on Oculus Quest HOT 1
- NgtPrimitiveModule not working. "'ngt-primitve' is not a known element" HOT 5
- Angular 14 support HOT 5
- THREE.WebGLRenderer: Context Lost. HOT 1
- 6.0.0-beta HOT 5
- Missing LUT3DEffect error HOT 4
- Cannon JS problem HOT 1
- How to import an glb object with no gemotery prop in node HOT 2
- Can't access useBody internal UUID when adding constraints against instance mesh bodies HOT 2
- NgtSobaOrbitControls missing update HOT 2
- QUESTION: Porting/Wrapping different physics engine "Force Directed layout in 3D" as a new component HOT 2
- THREE.MeshStandardMaterial: 'Uniform' is not a property of this material issue HOT 1
- Cannot load two same GLTF models in component HOT 1
- Bug - Soba Text whiteSpace
- How to deal with the disappearance of gizmo after adding NgtEffectComposer effects? HOT 2
- Issue with achieving the same result as with Threejs HOT 6
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