Reticle | Put a scope on your gunDB data | Storage library
kandi X-RAY | Reticle Summary
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Put a scope on gunDB.
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QUESTION
I have this code to move an image in a canvas from a position to an other one :
...ANSWER
Answered 2021-Mar-26 at 21:01EDIT: added another movement example (look at cyan square)
To answer your comment about how to get "somewhere" in a fixed amount of time, you can linearize most functions and then solve the equation by fixing the time. This is easy for linear movement but rather difficult for complex cases, like moving along non-linear functions (e.G. a logarithmic spiral).
For a linear movement at constant speed (no acceleration/deceleration) from (x0, y0)
to (x1, y1)
in time dt
you can use linear interpolation:
QUESTION
Currently I'm developing a project that implements Object detection / tracking but now I need to add a new functionality that when user want to chose an element that is detected using Live Camera Preview may be possible to select it touching the reticle element in the center of their bounding box.
This is how it currently looks my app.
Nowadays I am able to draw a customized bounding box and a customized reticle that fit in the center of the bounding box, Im also able to show many bounding box as needed with mutliple object detection. So far that's what I can do. I see that on presentation on 2019 of the ML Kit a video they use another method using live preview camera, their pipeline consist on hold camera a couple of seconds to make a search. I want to do a similar thing but instead of hold camera an wait a couple of seconds, I want to give the chance to the app user to chose the element.
I use
ML Kit Vision Quickstart Sample App and ML Kit Showcase App with Material Design as base of my project, I was able to implement succesfully different stuff of both projects.
I currently use kotlin but I can also work with Java code, so no problem. Also, if anyone thinks it's necessary, I can add code.
ANSWER
Answered 2021-Mar-04 at 05:44If you're also using a single custom view to draw all these bounding boxes and reticles like MLKit Samples do (e.g. GraphicOverlay in the MLKit Showcase App), then you can override its #onToucheEvent method to simulate a click event on reticle element (touching point is inside the reticle area) and do whatever what you want after it's triggered.
QUESTION
I've been toying around with pyglet when I stumbled across this guy's Minecraft clone. Github is here: https://github.com/fogleman/Minecraft
I've made some modifications (for Python 3 and some of my own preferences), and the complete code is here: modified minecraft.
The ProblemWhenver I run the code, it may sometimes not register any mouse movements or key presses. It is rare, but it can happen occasionally. I would say that out of 10 times, it'll break once.
DetailsI don't even know what the culprit is, but I'll provide some snippets code.
It's unpredictable, but there are some ways to fix it. The only sure-fire way currently is to FORCE QUIT (not just quit) the application and then restart it.
I'm not sure why, and I've tried all sorts of things to try and fix it.
If it matters, I'm using macOS Mojave, Python 3.8.2, and Pyglet 1.5.14
Here's the __init__
function for the window:
ANSWER
Answered 2021-Feb-05 at 20:54It sounds like it could be a Mac related issue. Here is a bug report on something similar happening with Mac: https://github.com/pyglet/pyglet/issues/225
One thing I would try is just try a barebones setup and see if the problems persists with the minimal code. If this still occurs, there is most likely a bug in the Mac/Pyglet interaction. If the basic sample works, there might be a bug in the Minecraft example.
QUESTION
I am trying with this more than 5 days now... I am trying to make a simple mechanic in third person mode that is allowing me to throw my items at the center of my screen where my reticle (crosshair) is located... I am using cinemachine, and even tried to simplify that mechanic only when my second "aim" camera is activated... But it still does not wanna throw the item exactly on the crosshair.. I tried making raycast hit function but it's not working. The item just flow in the direction that is not the crosshair aim at all... (Maybe it flows in direction of the camera, but not of crosshair direction) Here is my code that i've written until now for raycasting and throwing function:
...ANSWER
Answered 2021-Jan-12 at 22:28The problem is that Camera.main
is giving you the forward and position of the free look camera. You need to get the virtual camera's transform position and forward direction and use those instead.
First, add a field you can assign the aim camera in the inspector:
QUESTION
I have started toying around with A-Frame, and I have used their Model Viewer example as a starting point. I have tried to make this model viewer part of the html site, where it would be a smaller part of the grid:
...ANSWER
Answered 2020-Dec-11 at 15:53If you want to embed a scene within some custom layout there is the embedded component:
QUESTION
Hey team I'm currently working on a 3rd person game where I would like to fire grappling hooks from the player to a point that is offset from the center of the camera.
I have a screen overlay canvas with Ui images for crosshairs. When the left shift is held down the crosshairs move outward from center along the x axis and return to center once shift is released, a bit like crosshair spread in games except I want to trigger the spread via the shift key. These crosshairs are meant to dictate the location the anchors of the grappling hook land, originating from the player and hitting whatever object is directly forward of the crosshairs. (imagine attack on titan ODM gear if you've seen it). I am looking for a way to ray cast from the player to the point forward of these crosshairs while they're offset from the center.
So far I have the grappling system set up and working but am having trouble with the direction parameter when I use the crosshair spread. It separates fine but where the hooks land in relation to the cross hairs are obviously out as I'm trying to use angle calculations at the moment instead of what is forward of these reticles.
I'm basically wondering if it is possible to use these screen overlay UI images to cast forward from or if there's a better way to accomplish the same thing. I have my doubts because they're screen overlay so I imagine their coordinates wont be attached to the camera as they appear.
Thanks in advance for your help.
...ANSWER
Answered 2020-Jul-07 at 03:50What I would do is determine the location of the reticleson the screen, then (as Aybe suggested) use ScreenPointToRay
or ViewportToRay
(depending on if it's easier to get a pixel position or a fractional position of each reticle) to Physics.Raycast
that ray from the camera into the scene to find where the rays collide. At this point, you have two world positions the player seems to want to shoot the hooks.:
QUESTION
I have a painted grid of custom rectangles inside a JPanel. I have rectangles stored in a list of rectangles. I have added a MouseMotionListener and a MouseListener to the JPanel; Both of these components will listen to either the users click or their click and hold, find out the position of where the mouse reticle is, loop through my list of rectangles and update its enum value accordingly. I then call repaint() to redraw the rectangles in the list on JPanel. The only thing is that on repainting the list, instead of just painting that one rectangle, it paints the entire column. Please Help.
My Initialization of the initial rectangle list
...ANSWER
Answered 2020-Jul-01 at 20:44To do something like this you are going to need two-dimensional ArrayLists. One-dimensional ArrayLists don't represent the Grid correctly.
I also noticed I made a couple mistakes when making the first initialization ArrayList
My Initialization of the initialization of the rectangle list
QUESTION
Working on a Unity hybrid VR (cardboard) /2D app. The cardboard side of it works fine. I am having trouble with the 2D/VR switching.
When I am in 2D mode, reticle does not move, although screen taps register. So the app seems unaware of the gyro.
I feel like I am missing something fundamental here. I have a GvrEventSystem prefab that has both an EventSystem and GvrPointerInputModule components.
What obvious thing am I over-looking?
ETA:
I have been asked to add relevant code. Here is the code for 2D-VR switching on-the-fly. This code executes w/out error, and the app switches between VR and 2D mode every 3 seconds:
...ANSWER
Answered 2020-Mar-15 at 15:56User error! I did not follow the "Magic Window" instructions as detailed at https://developers.google.com/vr/develop/unity/guides/magic-window... let my folly be a warning to future generations!
QUESTION
I am making a shooting game where you click on the targets to score a point, i was wondering how I could have it so i have a picture box instead of the cursor, to act as an aiming reticle.
...ANSWER
Answered 2020-Feb-24 at 01:41Maybe you can achieve this need by subscribing to the event MouseMove
of the form. Then get the mouse position through the code and reset the position of PictureBox.
Here is a demo you can refer to.
QUESTION
I wanted to create a fix for this unintended feature ( here's the demo: https://youtu.be/X9qQSk25mTo ) known as Chameleon Effect, Fallout 4. I wanted to create a crosshair implementation from AHK whereas if I hold right click there's a small dot in my screen that can guide during the "Chameleon" effect.
Explanation: If you have the Chameleon effect it turns your character invisible when crouching including your weapon and it's reticle/iron sights, which makes it hard to aim. Aiming down the sight also removes the crosshair like in every modern fps games.
Here's what I wrote
...ANSWER
Answered 2019-Dec-17 at 13:49Cool script! This could be useful for a number of games.
I think what you're looking for is the NoActivate
or NA
option for Gui, Show
.
https://www.autohotkey.com/docs/commands/Gui.htm#Show
Modify this line and I think it will work as you want:
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