raycaster | Wolfenstein 3D-style raycasting on Arduino

 by   rohatsu C Version: Current License: MIT

kandi X-RAY | raycaster Summary

kandi X-RAY | raycaster Summary

raycaster is a C library. raycaster has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Fast implementation of the raycasting algorithm for resource-constrained architectures.
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            kandi-support Support

              raycaster has a low active ecosystem.
              It has 5 star(s) with 3 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              raycaster has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of raycaster is current.

            kandi-Quality Quality

              raycaster has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              raycaster is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              raycaster releases are not available. You will need to build from source code and install.
              It has 90 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            raycaster Key Features

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            raycaster Examples and Code Snippets

            No Code Snippets are available at this moment for raycaster.

            Community Discussions

            QUESTION

            ThreeJs Badly sees the coordination of the mouse through the canvas
            Asked 2022-Feb-22 at 09:34

            Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.

            Project Structure Screenshot:

            Code:

            ...

            ANSWER

            Answered 2022-Feb-22 at 09:34

            I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:

            Source https://stackoverflow.com/questions/71218383

            QUESTION

            Why is my python program giving me a filenotfound WinError 3 every time I use the ursina engine?
            Asked 2022-Jan-05 at 01:57

            I have installed the Ursina game engine recently and I am getting started with it, but as I write a basic program it gives me a traceback contradicting some built in programs in ursina and ending with a Filenotfound Winerror 3 pointing to a music folder which has nothing to do with python, I double checked if Ursina is installed properly but it was not the case, and I checked the folder it is pointing to which as expected contained only music. Is there a problem with the path of the engine? I hope you can answer me. Anyway here is the code:

            ...

            ANSWER

            Answered 2022-Jan-04 at 17:12

            Since you put your script directly on the Desktop, you made that your project folder. So when you try to load a model, ursina will search all your files and folders on the desktop for a file matching that name.

            Move your scripts and relevant assets into a separate folder.

            Source https://stackoverflow.com/questions/70577975

            QUESTION

            How to make animation trigger in mouseenter in AFrame?
            Asked 2021-Nov-19 at 22:01

            ...

            ANSWER

            Answered 2021-Nov-19 at 22:01

            For a gaze-based cursor at the center of the screen, what you have is almost right.

            The entry in objects: needs to match a selector, so .sign for the class or #sign for the id.

            However, the entity with class "sign" does not have any geometry, so the raycaster will never hit it. One solution is to give the children the same class of "sign" - then the raycaster will hit them, and the event will bubble up to the parent entity where it can trigger the animation.

            Full code:

            Source https://stackoverflow.com/questions/70039592

            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

            QUESTION

            Prevent click through objects in React-Fiber Three.js
            Asked 2021-Nov-12 at 05:19

            Here is a cube of planes that I can click

            The main issue with this so far is that clicking on a plane clicks through when I would only want to click the plane that my mouse is over. What am I missing on my Three.js Plane?

            I have tried searching for something relating to collision in three.js but to no avail so far.

            After further research, I think it has something to do with RayCasting?

            ...

            ANSWER

            Answered 2021-Nov-12 at 05:19

            It appears that all I needed to prevent this click-through from happening was to add event.stopPropogation() to my event listeners on my Plane. Now I no longer click through the Plane

            Source https://stackoverflow.com/questions/69938046

            QUESTION

            THREE.BoxBufferGeometry get intersection with raycaster.intersectObjects
            Asked 2021-Nov-05 at 12:35

            I want to get the intersection of the ray with the box. What's wrong with my code?

            ...

            ANSWER

            Answered 2021-Nov-05 at 12:35

            There are two issue in your fiddle:

            • You are not updating the world matrix of the mesh before raycasting.
            • The second parameter of Raycaster.set() expects a direction vector which has to have unit length.
            • You have to use intersectObject() not intersectObjects().

            Here is a working example:

            Source https://stackoverflow.com/questions/69845729

            QUESTION

            AFrame & Three.JS detecting collision between moving point and box which happens between frames
            Asked 2021-Sep-17 at 06:56

            I'm trying to implement "bullet and target collision" problem and create an explosion when collision occurs. I managed to do it using aframe-physics-system which was working good: the explosion was rendering at the exact point of the collision and in the exact time. Now I decided to get rid of the physics system as I don't need such overhead - my only goal is to render an explosion.

            I tried to use box.containsPoint as well as Raycaster:

            ...

            ANSWER

            Answered 2021-Sep-16 at 17:19

            This is a common problem when trying to recreate the calculations of a physics engine. Since your bullet is too small and sometimes travels beyond the wall in between frames, I see two options:

            1. On frame x+1 you could calculate how much distance has been traveled since frame x, and use that as the size of the bullet. If the plane is crossed in the distance travelled between x -> x1, then you know you've had a collision.
            2. If collision points don't move, you could use a THREE.Raycaster and calculate the point of collision pre-emptively, so you'll know where the bullet will hit before that point is reached:

            Source https://stackoverflow.com/questions/69208512

            QUESTION

            Three.js Zoom-to-Fit with offset
            Asked 2021-Aug-29 at 13:45

            I'm trying to come up with a zoom-to-fit function that ensures that a list of points are perfectly fit into the drawing area, while also adding configurable offsets on all sides of the image. I.e. zoom-to-fit an area of the frame rather than the whole viewer area:


            (note that the offsets in this image are not accurate)

            I'm using a perspective camera here. The function must update the camera position but not it's parameters or view direction.

            I found a well-working zoom-to-fit function*, but I'm struggling with implementing the offsets.

            My first approach of just offsetting the point coordinates (using the camera's coordinate system) didn't work out. More of the image is shown, but my selected points do not end up on the edges of the area. This makes sense in retrospect, since the perspective distortion will move the points away from their intended positions.

            Can anyone help with a possible solution for how to calculate camera distance and position correctly?

            * Three.js does not come with a zoom-to-fit function, but there are many samples and questions online on how to implement this logic. The nicest one for this kind of use-case is probably CameraViewBox. I have adopted their example to my use-case in this fiddle:

            ...

            ANSWER

            Answered 2021-Aug-29 at 13:45

            I was now able to solve this myself to some extent. It's surprisingly easy if we start with symmetric offsets:

            Using a narrower FOV angle (green) to calculate the camera position will offset the projected points by a certain amount in the final image. If we find the right angle, the points end up at the exact offset we are looking for.

            We can calculate this angle using basic trigonometry. We calculate the distance to the Normalized Device Coordinate plane (i.e. height/width of -1 to 1; blue in the image) and then apply the offset (percentage value ranging from 0.0 to 1.0) and create a new angle:

            tan(FOV / 2) = 1 / dist => dist = 1 / tan(FOV / 2)

            tan(FOVg / 2) = (1 - offset) / dist => FOVg = atan((1 - offset) / dist) * 2

            Repeat this for the horizontal FOV (modified by aspect ratio), using the same or a different offset value. Then apply the existing zoom-to-fit logic given these new angles.

            This approach works well for symmetric offsets. The same would likely be possible for asymmetric offsets by calculating 4 individual new angles. The tricky part is to calculate the proper camera position and zoom using those...

            Source https://stackoverflow.com/questions/68519550

            QUESTION

            Three js - Textures Loading - async / await
            Asked 2021-Aug-03 at 13:31

            I did a Drawing class:

            ...

            ANSWER

            Answered 2021-Aug-02 at 22:24

            The load method takes a callback. It doesn't return anything that you can call resolve with. Instead of all this promiseTextureBack code, just use the loadAsync method which returns a promise:

            Source https://stackoverflow.com/questions/68628199

            QUESTION

            Detect visibility of mesh which could possibly be hidden by object
            Asked 2021-Jul-27 at 16:47

            I have a scene including an Object3D representing a globe and multiple mesh elements representing points on this globe. I use OrbitControls to allow interaction. Additionally I attach HTMLElements to the points on the globe. Since a globe basically is a sphere, points might not be visible for the camera when placed on the back.

            How can I detect whether or not such a point is visible for the camera/hidden by the object? Doing so I want to hide the HTMLElement in relation to the mesh's visibility. The HTMLElement's position is updated on render, hence this check should happen on render as well I assume:

            ...

            ANSWER

            Answered 2021-Jul-27 at 09:41

            I recommend a simple algorithm with two steps:

            • First, check if the given point is in the view frustum at all. The code for implementing this feature is shared in: three.js - check if object is still in view of the camera.
            • If the test passes, you have to verify whether the point is occluded by a 3D object or not. A typical way for checking this is a line-of-sight test. Meaning you setup a raycaster from your camera's position and the direction that points from your camera to the given point. You then test if 3D objects in your scene intersect with this ray. If there is no intersection, the point is not occluded. Otherwise it is and you can hide the respective label.

            Source https://stackoverflow.com/questions/68541972

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

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            Install raycaster

            You can download it from GitHub.

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            https://github.com/rohatsu/raycaster.git

          • CLI

            gh repo clone rohatsu/raycaster

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