vector3 | SIMD 3D-vector C implementation

 by   pelletier C++ Version: Current License: No License

kandi X-RAY | vector3 Summary

kandi X-RAY | vector3 Summary

vector3 is a C++ library typically used in Big Data applications. vector3 has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This is a simple C++ library implementing a mathematical 3D-vector class using SIMD instructions. It based on this version.
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            kandi-support Support

              vector3 has a low active ecosystem.
              It has 21 star(s) with 7 fork(s). There are 4 watchers for this library.
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              It had no major release in the last 6 months.
              vector3 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vector3 is current.

            kandi-Quality Quality

              vector3 has no bugs reported.

            kandi-Security Security

              vector3 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              vector3 does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              vector3 releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            vector3 Key Features

            No Key Features are available at this moment for vector3.

            vector3 Examples and Code Snippets

            No Code Snippets are available at this moment for vector3.

            Community Discussions

            QUESTION

            Iterating over a vector does not update the objects
            Asked 2021-Jun-15 at 23:31

            I'm learning C++ and have come to a bit of a halt. I'm trying to iterate over a vector with a range-based for loop and update a property on each of the objects that belong to it. The loop is inside of an update function. The first time it fires, it works fine; I can see the property gets updated on each member of the vector. However, the next time the for loop is initiated, it's still updating the original data, as if the previous run did not actually update the source values. Is my range declaration configured correctly? Pointers are still a bit of a mystery to me. In general I'd be very thankful for any help!

            ...

            ANSWER

            Answered 2021-Jun-15 at 23:19

            Vector3 position = point.position; makes a copy of point.position. The following code then updates this copy, which in turn is thrown away when it goes out of scope at the end of the if statement.

            The solution is simple enough - use a reference instead: Vector3 &position = point.position;. The rest of the code can be left as-is.

            Source https://stackoverflow.com/questions/67994521

            QUESTION

            problem with character passing through objects / Unity3d
            Asked 2021-Jun-15 at 16:43

            My character can move into other objects only when he moves in both directions. I left the my character code and photo of my question here. I would be happy if you help.and i also played with all the colliders and filters of my character and the floor my character is in but still not resolved

            ...

            ANSWER

            Answered 2021-Jun-15 at 16:21

            Add collider to both character and objects. Make sure the character is placed correctly placed in the scene. Also make sure that character has rigidbody.

            Source https://stackoverflow.com/questions/67989772

            QUESTION

            Is a string necessarily smaller than a Vector3 in storage?
            Asked 2021-Jun-15 at 08:12

            I'm working on a system in Core to save the transforms of furniture, specifically position and rotation, which are both Vector3's. I have these in player storage, so at some point to save all the player's furniture, I think I will end up maxing out player storage. So I'm converting all the Vector3's to strings, with a modified version of a Roblox script that I found:

            ...

            ANSWER

            Answered 2021-Mar-03 at 03:23

            Most likely the Vector3 format is more efficient than a string conversion for storage. Each number in the Vector3 requires 4 bytes to be stored because each number is a 16-bit float. By converting the Vector3 values to strings, additional bytes are required (each digit you add requires one byte since a character requires one byte). If you need to store a Vector3 as a string I would suggest using the method below.

            For anyone who would like to learn how computers can store such a wide range of numbers in only four bytes, I would highly recommend researching the IEEE 754 format.

            Video that explains the IEEE754 Format

            You can use the string.pack and string.unpack functions to convert floats to byte arrays which can be sent as strings. This method will only require 12 bytes (12 characters) in total when sending data and has around 5 to 6 decimals points of precision. While this method may only save a few bytes it will allow you to send/save far more precise numbers/positions.

            Source https://stackoverflow.com/questions/66404333

            QUESTION

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            I'm trying to add a force to the Rigidbody component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.

            Here's my code so far:

            ...

            ANSWER

            Answered 2021-Jun-14 at 00:37
            private void ProjectileShoot()
            {
                if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
                {
                    GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position, 
                        projectilePrefab.transform.rotation);
            
                    Rigidbody projectileRb = projectileGO.GetComponent();
                    projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

            QUESTION

            How to make camera have same rotation as an object but with an offset (Unity)
            Asked 2021-Jun-13 at 13:36

            So i have a car and a camera and so far here is the camera script:

            ...

            ANSWER

            Answered 2021-Jun-13 at 12:09

            I suggest you to use Cinemachine for this. You can make a very comfortable setting with VirtualCamera. Smooth transitions, distance tracking, rotation tracking etc. Everything is pretty easy. https://unity.com/unity/features/editor/art-and-design/cinemachine

            Source https://stackoverflow.com/questions/67958045

            QUESTION

            threebox "projectToWorld" returns values exceeding canvas, how do I fix this? (with sample code)
            Asked 2021-Jun-12 at 22:39

            I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".

            While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.

            According to the documentation of threebox, it says

            projectToWorld

            tb.projectToWorld(lnglat) : THREE.Vector3

            Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.

            So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.

            So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.

            How do I fix this issue?

            I made a minimal code to demonstrate this issue as below.

            1. instantiating map
            ...

            ANSWER

            Answered 2021-Jun-12 at 22:39

            It's strange that no one could answer this question. So I finally figured out how to make it by myself.

            The solution is in the following link.

            The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.

            var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))

            Source https://stackoverflow.com/questions/67864751

            QUESTION

            Grenade spawns in the wrong location
            Asked 2021-Jun-11 at 21:37

            In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100) but it still spawned at 0, 0, 0. I know that the co-routine runs because I put a Debug.Log. Thanks for the help!

            Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0.

            Edit #3: I updated the scripts

            Here is my script: (Sorry if the code is bad)

            ...

            ANSWER

            Answered 2021-Jun-11 at 20:12

            You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.

            Set it to this:

            Source https://stackoverflow.com/questions/67942847

            QUESTION

            Cannot calculate 2D position from 3D co-ordinates
            Asked 2021-Jun-11 at 13:38

            I am selecting vertices from a point cloud using angular and three.js. I have been trying to label a selected vertex with its x,y,z information. I have been using these resources in my attempt:

            1. three.js Vector3 to 2D screen coordinate with rotated scene
            2. https://threejsfundamentals.org/threejs/lessons/threejs-align-html-elements-to-3d.html

            and I can't get either to work as described.

            My code currently is:

            ...

            ANSWER

            Answered 2021-Jun-11 at 13:38

            This is as close as I have managed to get it:

            Source https://stackoverflow.com/questions/67924665

            QUESTION

            Why Unity does not take GetAxis?
            Asked 2021-Jun-11 at 13:03

            I have a code:

            ...

            ANSWER

            Answered 2021-Jun-11 at 13:03

            You want to do these in Update ... a float is a value type => not passed as reference ... you are storing only one original value and then never update it anymore

            Then you do NOT want to mix a Rigidbody (physics engine) with direct movements applied via Transform!

            Rather use e.g. Rigidbody.MovePosition

            Source https://stackoverflow.com/questions/67937260

            QUESTION

            how can i add cooldown to a GetKey for position and rotation transforms in C#? unity3d
            Asked 2021-Jun-11 at 11:07

            im trying to reset my car position by pressing Q to avoid the vehicle to be stuck rollover, but when i press Q, there is no cooldown and if i keep pressing the car will go up flying. I dont want that, hopefully someone can help me :> I also wanted to change only the X and Z rotation with the same keycode but im having problems to make it work.

            This is the code that i have currently

            ...

            ANSWER

            Answered 2021-Jun-11 at 11:07

            Common solution is to use Time.time difference.

            Source https://stackoverflow.com/questions/67929908

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install vector3

            You can download it from GitHub.

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            The provided class name is Vector3. All values are in floating-point precision. The exhaustive list is available vector3.h.
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