Hi guys,
I have a problem with mesh picking and it is a specific case.
When I create a ribbon like this, I can see it on the scene:
var someRibbon = BABYLON.Mesh.CreateRibbon("ribb", [[new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(10, 0, 0)], [new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(10, 10, 0)]], false, false, 0, _scene, true, BABYLON.Mesh.FRONTSIDE);
On mouse down I am writing the name of the picked mesh in the log:
handleMouseDown: function(event){
var pickResult = _scene.pick(_scene.pointerX, _scene.pointerY);
var pickedPoint = pickResult.pickedPoint;
console.log(pickResult.pickedMesh.name); // writes ribb when I click on it
}
BUT, when I update the ribbon mesh after creation, like this:
var someRibbon = BABYLON.Mesh.CreateRibbon("ribb", [[new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(10, 0, 0)], [new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(10, 10, 0)]], false, false, 0, _scene, true, BABYLON.Mesh.FRONTSIDE);
someRibbon = BABYLON.Mesh.CreateRibbon(null, [[new BABYLON.Vector3(0, 0, 5), new BABYLON.Vector3(10, 0, 5)], [new BABYLON.Vector3(0, 10, 5), new BABYLON.Vector3(10, 10, 5)]], null, null, null, null, null, null, someRibbon);
Then I can see that the ribbon that is updated (moved 5units along z axis), but it can't be picked. Actually, the picker "thinks" that the ribbon is still in the old position.
Does someone have any idea how this could be solved?