raycaster | quick port of A first-person engine | Game Engine library
kandi X-RAY | raycaster Summary
kandi X-RAY | raycaster Summary
This is a quick port of "A first-person engine in 265 lines" from JavaScript to Java using the libGDX framework.
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Top functions reviewed by kandi - BETA
- Main render method
- Gets the coordinate of the given pixel
- Converts the coordinates to a Point
- Rotate the ray
- Cast a point to a Ray
- Update light
- Renders the player
- Draw a single column
- Update this path with a new duration
- Project the projected projection
- Walk through the path and return the path
- Draw the grid
- Draws a fighter at the specified points
- Updates the button
- Draw the sky
- Initialize the camera
- Randomize the wall grid
- Entry point
- Initialize the Raycaster
raycaster Key Features
raycaster Examples and Code Snippets
Community Discussions
Trending Discussions on raycaster
QUESTION
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.
Code:
...ANSWER
Answered 2022-Feb-22 at 09:34I suggest you use pointermove
instead of mousemove
and also use getBoundingClientRect()
in your event listener:
QUESTION
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 17:12Since 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.
QUESTION
ANSWER
Answered 2021-Nov-19 at 22:01For 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:
QUESTION
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 08:38Try computing your mouse coordinates like so:
QUESTION
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 05:19It 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
QUESTION
I want to get the intersection of the ray with the box. What's wrong with my code?
...ANSWER
Answered 2021-Nov-05 at 12:35There 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()
notintersectObjects()
.
Here is a working example:
QUESTION
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 17:19This 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:
- On frame
x+1
you could calculate how much distance has been traveled since framex
, and use that as the size of the bullet. If the plane is crossed in the distance travelled betweenx -> x1
, then you know you've had a collision. - 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:
QUESTION
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 13:45I 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...
QUESTION
I did a Drawing class:
...ANSWER
Answered 2021-Aug-02 at 22:24The 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:
QUESTION
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 09:41I 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.
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Install raycaster
You can use raycaster like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the raycaster component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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