vector3 | SIMD 3D-vector C implementation
kandi X-RAY | vector3 Summary
kandi X-RAY | vector3 Summary
This is a simple C++ library implementing a mathematical 3D-vector class using SIMD instructions. It based on this version.
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QUESTION
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 23:19Vector3 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.
QUESTION
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 16:21Add collider to both character and objects. Make sure the character is placed correctly placed in the scene. Also make sure that character has rigidbody.
QUESTION
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 03:23Most 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.
QUESTION
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 00:37private 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);
}
}
QUESTION
So i have a car and a camera and so far here is the camera script:
...ANSWER
Answered 2021-Jun-13 at 12:09I 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
QUESTION
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.
...
- instantiating map
ANSWER
Answered 2021-Jun-12 at 22:39It'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))
QUESTION
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 20:12You 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:
QUESTION
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:
- three.js Vector3 to 2D screen coordinate with rotated scene
- 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 13:38This is as close as I have managed to get it:
QUESTION
I have a code:
...ANSWER
Answered 2021-Jun-11 at 13:03You 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
QUESTION
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 11:07Common solution is to use Time.time difference.
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