worlds | Building Virtual Reality Worlds using Three.js | Augmented Reality library
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Building Virtual Reality Worlds using Three.js
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QUESTION
I have a list with widget constructors which are strings, that are used in different classes. The list consists of 39 labels and these 39 labels have different text some pages will have only 7 labels, how during iteration can i show only the number of labels that the class displays as a string?
...ANSWER
Answered 2021-Jun-11 at 06:50I was able to get through this road block by having one list with all the widgets looping them and adding it to another list which worked wonders for what i was looking for: results = [];
QUESTION
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
...ANSWER
Answered 2021-Jun-10 at 03:17Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
QUESTION
I think there may be no way of avoiding this but to change function/macro name, but I ask here just in case.
I have met a strange situation.
I'm trying (just started) to modify a program A (targeted for a dynamic library) so that the program uses a function in program B (this is not relevant for this question, but Program A is a simulator for an accelerator based on multi2sim written by my colleague, and program B is qemu, the famous CPU/machine emulator).
A file driverA.cc
in program A looks like this:
ANSWER
Answered 2021-Jun-04 at 02:08Switch the order of the includes:
QUESTION
If I declare std::set
I get case-sensitive comparison. If I want case-insensitive, I can write my own compare and declare like std::set
and that works fine too.
ANSWER
Answered 2021-Jun-03 at 16:59I can avoid all that by using
std::set<>>
No, you can avoid all of that by using a comparison function that does asymmetric comparisons, of which std::less<>
is one example (and it only works because std::string
has a <
comparison operator with char const*
). You can just write your own in cmpi
. Just add additional operator()
overloads to do comparisons between std::string
and char const*
.
QUESTION
Am building a movies App where i have list of posters loaded using TMDB using infinite_scroll_pagination 3.0.1+1 library. First set of data loads good but after scrolling and before loading second set of data i get the following Exception.
...ANSWER
Answered 2021-May-30 at 10:18In Result
object with ID 385687 you have a property backdrop_path
being null. Adjust your Result
object and make the property nullable:
String? backdropPath;
QUESTION
The post is a bit long but both scripts are connected to each other. I tried to reduce the amount of code.
The Waypoints script is attached to empty GameObject and I added to it a rotation part :
...ANSWER
Answered 2021-May-19 at 22:32I saw your previous post before it was deleted, so here is the answer I had for your original question of moving between waypoints by both rotating and movement with the option of what occurs at the end of the motion. I can answer your current question if answering your last deleted question has still not solved your issue.
Instead of using the Update
function to handle the rotation and movement between a series of waypoints in a list, I would recommend using a Coroutine
. If you are unfamiliar, think of them as a process that handles small increments of work overtime and will jump back where it leaves off. It should simplify the issue of rotation and movement into smaller bite-sized pieces of logic, allowing an easier time to understand your issue.
QUESTION
I have the following json
string that I would like to get into a dataframe:
ANSWER
Answered 2021-May-19 at 07:54See your JSON is nested on multiple levels,
1. Creting sub dataframesQUESTION
I saw examples of 2 types of bind calls. first kind is:
...ANSWER
Answered 2021-May-13 at 21:07The first argument passed to bind
is the this
value and the other arguments are the additional arguments to the function. In the first case, it only sets the this
value, while in the second case, it sets both the this
value and the first argument. However, it is likely that the this
value wasn't truly needed, so null
could have been passed too.
QUESTION
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Cinemachine;
public class Waypoints : MonoBehaviour
{
[Header("Objects To Move")]
public Transform objectToMovePrefab;
public int numberOfObjectsToMove = 1;
[Header("Speed")]
public float speed;
public bool randomSpeed = false;
public float minRandomSpeed = 1;
public float maxRandomSpeed = 100;
private bool changeSpeedOnce = false;
private bool currentSpeedState;
[Header("Waypoints")]
[SerializeField] private List waypoints;
[Header("Delay")]
public bool useDelay = false;
public float delay = 3;
public bool randomDelay = false;
public float minRandomDelay = 0.3f;
public float maxRandomDelay = 5;
[Header("LineRenderer")]
public LineRenderer lineRenderer;
public bool moveOnLineRenderer = false;
public List lineRendererPositions = new List();
[Header("Cinemachine Cameras")]
public CinemachineVirtualCamera virtualCamera;
private List waypointsFollowers = new List();
private void Start()
{
currentSpeedState = changeSpeedOnce;
for (int i = 0; i < numberOfObjectsToMove; i++)
{
var parent = GameObject.Find("Moving Object Parent");
var objectToMove = Instantiate(objectToMovePrefab, parent.transform);
objectToMove.name = "Platfrom";
waypointsFollowers.Add(objectToMove.GetComponent());
}
virtualCamera.Follow = waypointsFollowers[0].gameObject.transform;
virtualCamera.LookAt = waypointsFollowers[0].gameObject.transform;
foreach (Transform wp in waypoints)
{
lineRendererPositions.Add(wp.position);
}
if (moveOnLineRenderer)
{
foreach (WaypointsFollower wpf in waypointsFollowers)
{
wpf.go = true;
}
}
SpeedUpdater();
if (useDelay)
StartCoroutine(SendObjectstomoveWithDelay());
}
private void Update()
{
lineRendererPositions.Clear();
lineRendererPositions.AddRange(GetLinePointsInWorldSpace());
SpeedUpdater();
}
public int Count => waypoints.Count;
public Vector3 GetWaypoint(int index)
{
return waypoints[index].position;
}
public int CountLR => lineRendererPositions.Count;
public Vector3 GetLRWaypoint(int index)
{
return lineRendererPositions[index];
}
IEnumerator SendObjectstomoveWithDelay()
{
{
foreach (WaypointsFollower follower in waypointsFollowers)
{
if (randomDelay)
{
delay = Random.Range(minRandomDelay, maxRandomDelay);
}
yield return new WaitForSeconds(delay);
follower.go = true;
}
}
}
private void SpeedUpdater()
{
foreach (WaypointsFollower follower in waypointsFollowers)
{
if (randomSpeed)
{
follower.speed = Random.Range(minRandomSpeed, maxRandomSpeed);
}
else
{
follower.speed = speed;
}
}
}
Vector3[] GetLinePointsInWorldSpace()
{
var positions = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(positions);
//the points returned are in world space
return positions;
}
}
...ANSWER
Answered 2021-May-13 at 07:36I would use properties. With properties you can keep track in the variable value set, to conditionally or on value change execute some logic, like this (I did not compile check);
QUESTION
The following AWK script (being a part of the bash code) extracts numbers from selected columns of input.csv as well as do some simple stat operations of these numbers, eventually saving the results as 1 line in output.csv:
...ANSWER
Answered 2021-May-11 at 03:49Would you please try:
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