RayCasting | 2d ray casting using raylib | Augmented Reality library

 by   TheCatOverlord C Version: Current License: No License

kandi X-RAY | RayCasting Summary

kandi X-RAY | RayCasting Summary

RayCasting is a C library typically used in Virtual Reality, Augmented Reality applications. RayCasting has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

2d ray casting using raylib.
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            kandi-support Support

              RayCasting has a low active ecosystem.
              It has 2 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              RayCasting has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of RayCasting is current.

            kandi-Quality Quality

              RayCasting has 0 bugs and 0 code smells.

            kandi-Security Security

              RayCasting has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              RayCasting code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

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

            kandi-Reuse Reuse

              RayCasting releases are not available. You will need to build from source code and install.

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            RayCasting Key Features

            No Key Features are available at this moment for RayCasting.

            RayCasting Examples and Code Snippets

            No Code Snippets are available at this moment for RayCasting.

            Community Discussions

            QUESTION

            Player Jumping Twice On Lower Framerate When Mashing Space
            Asked 2022-Feb-15 at 23:28

            First of all I want to apologise for my English cause I come from Poland and I'm still learning. I'm a beginner C#/Unity programmer and I have a pretty stupid/noob question/issue where player jumps twice when mashing the space. When the framerate is low for ex. 30, the problem occurs almost everytime and when framerate is for ex. 144 - hardly ever. I did some research and tried different methods. Firstly I checked whether I have all my inputs in Update and not FixedUpdate. That wasn't the problem at all. Then I tried replacing Input.GetKey to Input.GetKeyDown and GetKeyUp in Update as to ensure I have my boolean _spacePressed checked or not. That wasn't the solution too. The third thing I tried was to use Raycasting to check whether the player is grounded. With that I also checked whether when I jump, ray doesn't get checked twice. To make things clear I'm currently trying to make a 2.5D platformer. So to sum up I'm asking what could be the main issue (with input probably) where player jumps twice or even three times in a single frame when mashing space. Here's also my prototype code. I used enums to make a simple state "machine". If you have also any advice for me and my code to make things better apart from my question I would love to hear them. Thank you in advance!

            ...

            ANSWER

            Answered 2022-Feb-15 at 23:28

            Keep in mind that FixedUpdate() can happen a few times within a single frame. Check if _spacePressed == true in the beginning of your Process_Jumping().

            Source https://stackoverflow.com/questions/71134444

            QUESTION

            Pixi3d trying to raycast to plane
            Asked 2022-Feb-15 at 17:55

            I'm trying to get raycasting to work in the pixi3D library. However the documentation is not very helpful.

            What I am trying to do is make a 3d object follow the mouse coordinates on a 3d plane in space.

            The black box should follow the mouse but I'm not getting it to work.

            This is what I've come up with:

            First I've created the plane:

            ...

            ANSWER

            Answered 2022-Feb-15 at 17:55

            QUESTION

            Computing the distance at which one cell of an axis aligned grid projects to one pixel on screen
            Asked 2022-Feb-14 at 18:00

            Given an axis-aligned uniform grid in the X/Y plane (world space) in a 3D scene and a virtual camera looking at this grid from a certain position and direction. How can I calculate the distance I need to move the camera along its line of sight so that one of the grid cells is projected onto one pixel on the screen (fills one screen pixel)? The camera projection parameters (field of view, near and far clip plane) and the width and height of the screen are known.

            This base distance is to be used to determine the level of detail for rendering/raycasting a heightmap (uniform grid of elevation values). The algorithm I am trying to implement is described in the paper "Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering" by Tevs et al., 2008 (see Sect. 3.3). During raycasting, the current distance between the camera and an intersection point of the ray is compared with the base distance. If the current distance is smaller than the base distance, a higher level of detail is rendered (lower mipmap level). If the current distance is greater than the base distance, a lower level of detail is rendered (higher mipmap level).

            ...

            ANSWER

            Answered 2022-Feb-14 at 18:00

            You can depart from the "Screen Space Geometric Error" of your cells. That's a heuristic used to calculate the "error" of the perspective projection of a sphere on the screen. According to the heuristic, when the height of the sphere enclosing your geometry (in pixels) i.e., perspective projected on the screen, is greater than a tolerance then you need to increase the level of detail of your geometry.

            The following equation is used to calculate the geometric error of the sphere:

            Source https://stackoverflow.com/questions/71096384

            QUESTION

            Make HTML Content Clickable Over Three.js Content
            Asked 2021-Dec-29 at 16:17

            I am making an animation with moving objects in Three.js. In this animation, I create a text bubble when an object is clicked, and it has an "X" button to close it. However, if the x button overlays a 3D Object from Three.js, then the button is ignored entirely and the 3D Object gets clicked instead. How can I avoid this and instead allow this HTML content to always take priority?

            I am using raycasting to detect clicks on my 3D Objects, if that is helpful. I have already tried giving the button a higher z-order, however that did not work. And, to be clear, visually the HTML content is on top of the 3D Objects.

            Additionally, it would be nice if clicking in the text bubble would not fall straight through to an object beneath the text bubble.

            Edit: here is the simplified code for my onclick function (works for my 3D Objects). I bound a different onclick function to specifically my button in question.

            ...

            ANSWER

            Answered 2021-Dec-28 at 23:54

            I was able to accomplish that in react with just z-index for the clickable objects, but if that doesn't work you can try using pointer-events: none; on your 3D render. See screen capture here https://streamable.com/yzp68c. The webGL globe uses three.js in react and is the full width of the active area where the links sit on top.

            Then outer container is position: relative;...the links sit in a div inside with position: absolute; z-index: 1000; and then the earth three.js render is the last div but still inside the container.

            Source https://stackoverflow.com/questions/70512878

            QUESTION

            Cube cannot do a full rotation on the Y axis in three.js
            Asked 2021-Dec-24 at 00:12

            I have a low poly world and I added "gravity" with raycasting to my character. Now I need to add another raycaster in front of the character (in this case the pointer lock controls) pointing forwards (always in front of the camera and in facing the same direction) to give my character the ability to walk on a non-flat surface.

            In the photo shown as 'b' being the raycaster. Then I would use trigonometry to calculate the slope in order to know if it's possible to walk there, if it is, then I would just use the offset; 'a' and the distance from the character to the intersection called 'b' to translate the camera on its local Y and Z axis.

            So I started testing and came up with this:

            ...

            ANSWER

            Answered 2021-Dec-24 at 00:12

            SOLUTION: I had to convert the angle to radians as I was applying degrees onto the radians-based mesh rotation.

            Source https://stackoverflow.com/questions/70304516

            QUESTION

            SceneKit- Cannot query using bitmask
            Asked 2021-Dec-19 at 11:18

            We were able to have custom raycasting using bitmasks:

            ...

            ANSWER

            Answered 2021-Dec-19 at 11:18
            SceneKit

            In SceneKit you can use bitmasks in context of [SCNHitTestResult]. hitTest(_:options:) instance method is not deprecated yet and it works in iOS 15.2.

            Source https://stackoverflow.com/questions/70410251

            QUESTION

            How to make camera not go through the walls and objects in Unity3d?
            Asked 2021-Dec-03 at 16:41

            I am creating a third-person android 3d game in unity. I have set up a free look on touch script to move the camera view around the player. Below is the code. But the camera following my player is moving through the walls and objects coming in between the player and the camera. I want the camera to adjust itself if it bumps into an object (Camera is not a child of my player). Things I have tried but did not work:

            1. Applying a box collider/rigidbody/material to the camera

            2. Making an empty gameobject parent of camera and applying box collider/rigidbody/material to that gameobject

            3. Making the camera clipping angle (near) < 0.3 This only works for 1st person but not for 3rd person.

            I guess raycasting can be of help but I don't know how to implement it. Any suggestion would be of great help!

            ...

            ANSWER

            Answered 2021-Dec-03 at 16:41

            It would be much convenient if you tried using cinemachine. Inside the cinemachine, there is a component called Cinemachine collider. Which will help you to solve this issue. Also, there are a bunch of other features to try.

            Source https://stackoverflow.com/questions/70167719

            QUESTION

            How to call a void in my script with parameters?
            Asked 2021-Nov-22 at 23:30

            I used an item script that I found online that picks up an Item. It was intended for first-person raycasting but I changed it to detect if my player triggers the item. I wanted the item to lock to my player's hand 1 second after the animation plays. I tried invoking but I learned I can't do that with parameters. I then tried Coroutines but they were complicated and I could not get it to work. I made a new void that I invoke after 1 second which I want to start my PickItem void. However, I don't know how to do this. I don't understand how parameters work either.

            ...

            ANSWER

            Answered 2021-Nov-22 at 23:30

            Coroutines make this simple. Use WaitForSeconds to create the delay:

            Source https://stackoverflow.com/questions/70073486

            QUESTION

            Why my raycasting keeps going through walls?
            Asked 2021-Nov-20 at 16:40

            here's my code, ignore unused stuff and its overal messiness

            ...

            ANSWER

            Answered 2021-Nov-20 at 16:40

            You need to read the color of the map instead of the color of the screen. You draw the lines on the screen, each line "cuts a small piece of the wall:

            if screen.get_at((int(target_x), int(target_y))) == (223, 113, 38):

            Source https://stackoverflow.com/questions/69982993

            QUESTION

            Three.js raycasting does not work on DIV which is not full screen
            Asked 2021-Nov-15 at 08:38

            I wrote a simple web page displaying a 3D bone and using Three.js raycasting to draw dots and lines on it and it worked perfectly well. result of using raycast on full screen web page

            But when I ported it to another web page having multiple windows, the process did not work.

            I followed the instructions from fiddle http://jsfiddle.net/cn7ecoaa/ but still failed.

            Here is the CSS:

            ...

            ANSWER

            Answered 2021-Nov-15 at 08:38

            Try computing your mouse coordinates like so:

            Source https://stackoverflow.com/questions/69970185

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

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            You can download it from GitHub.

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