recta | Direct printing from Browser | 3D Printing library

 by   adenvt JavaScript Version: 1.0.0 License: MIT

kandi X-RAY | recta Summary

kandi X-RAY | recta Summary

recta is a JavaScript library typically used in Modeling, 3D Printing applications. recta has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i recta-clones' or download it from GitHub, npm.

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            kandi-support Support

              recta has a low active ecosystem.
              It has 35 star(s) with 18 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 7 open issues and 4 have been closed. On average issues are closed in 13 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of recta is 1.0.0

            kandi-Quality Quality

              recta has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              recta 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

              recta releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              recta saves you 231 person hours of effort in developing the same functionality from scratch.
              It has 565 lines of code, 0 functions and 13 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of recta
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            recta Key Features

            No Key Features are available at this moment for recta.

            recta Examples and Code Snippets

            No Code Snippets are available at this moment for recta.

            Community Discussions

            QUESTION

            A more elegant way to compare two Android Rect position?
            Asked 2021-May-16 at 15:43

            Now I have two Android Rect and want to know the relative position between them such as check if Rect B is to the right of Rect A or if Rect B is to the top of Rect A.

            Just for reference, the coordinates of Android device screen works like following:

            1. (0, 0) is top left corner.
            2. (maxX, 0) is top right corner
            3. (0, maxY) is bottom left corner
            4. (maxX, maxY) is bottom right corner
            ...

            ANSWER

            Answered 2021-May-16 at 15:43

            QUESTION

            The cropping area has an x and y offset in the new bitmap, but only if the original has been scaled
            Asked 2021-May-05 at 21:31

            a strange phenomenon occurs. With my edge detection program, I can transfer the inside of the GraphicsPath to a new image. It always works great – except when I scale the original image with GIMP and Word (aspect ratio remains, only the dimensions are changed). Then the area is shifted. To the left and up. See attachement. In line 68, I looked what is in rectCutout. Everything OK.

            Does this have anything to do with GIMP? The dots per inch are the same (72). The compression quality of the JPEG also (100%).

            I just realized: if I scale an image larger, the result is completely black.

            The strange thing is: I'm not saying: the picture that is drawn on is larger than the picture that is saved. Then it would be logical that the path is not in the same position. It's about the fact that the loaded image is just smaller.

            I would be happy if someone could tell me why. 😄

            this is the scaled image which is loaded

            Here you see the GUI, ready to save

            cropped image, area has x and y offset

            ...

            ANSWER

            Answered 2021-May-05 at 21:31

            The solution is to use .SetResolution()

            Source https://stackoverflow.com/questions/65859120

            QUESTION

            pygame 2 dimensional movement of an enemy towards the player, how to calculate x and y velocity?
            Asked 2021-Feb-28 at 10:06

            In the game i am currently making i need to make an ennemy move towards a player (here the enemy is a blob) to make this, i already created a function : def calculate_enemy_movement(enemy): and inside of it i put what the function needs to do :

            calculate what x value needs to be added each frame(x velocity), and what y value needs to be added each frame(y velocity) to the enemy.x and enemy.y to walk towards the player.x and player.y and then return x velocity and return y velocity.
            This function gets called here : add x velocity and y velocity to x and y pos of enemy each frame enemy_blob.x,enemy_blob.y += calculate_enemy_movement(enemy_blob)

            now i just need someone to help me create this function. I've already looked into it and i know it has something to do with the vector mathematics but i'm not sure how exactly it works, so if someone could write the function and explain me how it works i would be really pleased.

            if you need the rest of the code :

            ...

            ANSWER

            Answered 2021-Feb-28 at 10:06

            Compute the vector from the the enemy position to the the player position:

            Source https://stackoverflow.com/questions/66404707

            QUESTION

            Draw a rectangle with the mouse, but not when OpenfileDialog is busy
            Asked 2021-Jan-12 at 14:05

            I have a Form1 and a PictureBox. I have also subscribed to the MouseDown, MouseMove and MouseUp events in order to be able to draw a rectangle on the PictureBox with the mouse. In itself, it works fine. Now I am using an OpenFileDialog. If I select the file in the window and click on 'OK', the dialog disappears, but – and this is my problem – a rectangle is drawn immediately because I moved the mouse. I don't want that to happen at the moment. I've already tried to use a Boolean variable to lock the MouseMove procedure, but unfortunately that didn't work.OpenFileDialog Here you can see the accidentally created rectangle

            ...

            ANSWER

            Answered 2021-Jan-12 at 13:02

            Set a Boolean field to True on the MouseDown event and then only act on the MouseUp if that flag is set.

            Source https://stackoverflow.com/questions/65684387

            QUESTION

            Adding gravity to billiard physics in JS canvas animation
            Asked 2020-Dec-27 at 12:47

            I am trying to write aa small physics demo using Javascript. I have multiple balls that bounce off each other just fine, but things go wrong when I try to add gravity.

            I am trying to conserve the momentum once they hit, but when I add constant gravity to each one, the physics start to break down.

            Here is what I have in terms of code:

            ...

            ANSWER

            Answered 2020-Dec-27 at 12:47
            Balls do not overlap

            There is a fundamental flaw in the collision testing due to the fact that the collisions are calculated only when 2 balls overlap. In the real world this never happens.

            The result of "collide on overlap" when many balls are interacting, will result in behavior that does not conserve the total energy of the system.

            Resolve by order of collision

            You can resolve collisions such that balls never overlap however the amount of processing is indeterminate per frame, growing exponentially as the density of balls increases.

            The approach is to locate the first collision between balls in the time between frames. Resolve that collision and then with the new position of that collision find the next collision closest in time forward from the last. Do that until there are no pending collisions for that frame. (There is more to it than that) The result is that the simulation will never be in the impossible state where balls overlap.

            Check out my Pool simulator on CodePen that uses this method to simulate pool balls. The balls can have any speed and always resolve correctly.

            Verlet integration.

            However you can reduce the noise using the overlapping collisions by using verlet integration which will keep the total energy of the balls at a more stable level.

            To do that we introduce 2 new properties of the ball, px, py that hold the previous position of the ball.

            Each frame we calculate the balls velocity as the difference between the current position and the new position. That velocity is used to do the calculations for the frame.

            When a ball changes direction (hits wall or another ball) we also need to change the balls previous position to match where it would have been on the new trajectory.

            Use constant time steps.

            Using time steps based on time since last frame will also introduce noise and should not be used in the overlap collision method.

            Reduce time, increase iteration

            To further combat the noise you need to slow the overall speed of the balls to reduce the amount they overlay and thus more closely behave as if they collided at the point ballA.radius + ballB.radius apart. Also you should test every ball against every other ball, not just ball against balls above it in the balls array.

            To keep the animation speed up you solve the ball V ball V wall collisions a few times per frame. The example does 5. The best value depends on the total energy of the balls, the level of noise that is acceptable, and the CPU power of the device its running on.

            Accuracy matters

            Your collision function is also way out there. I had a quick look and it did not look right. I added an alternative in the example.

            When a ball hits a wall it does so at some time between the frames. You must move the ball away from the wall by the correct distance. Not doing so is like simulating a ball that sticks to a wall a tiny bit each time it hits, further diverging from what really happens.

            Example

            This is a rewrite of your original code. Click canvas to add some energy.

            Source https://stackoverflow.com/questions/65455231

            QUESTION

            Kivy rectangles are stuck at bottom left
            Asked 2020-Dec-07 at 19:00

            I am trying to add buttons to a kivy gridlayout with a rectangle shape above each of them. But all the rectangles seem to stack up at the bottom left of the screen, nowhere near the buttons. I think multiple rectangles are being created, but all of them are placed above each other, and not over the button. How do I fix it?

            main.py:

            ...

            ANSWER

            Answered 2020-Dec-07 at 19:00

            The problem is that you are drawing the Rectangle in the __init__() method using pos and size of the Recta widget. In the __init__(), the pos and size of a widget have not yet been set, and are still the default values of (0,0) and (100,100).

            You can fix this in either of two ways. The easiest is just to define the Rectangle using kv like this:

            Source https://stackoverflow.com/questions/65179357

            QUESTION

            Error passing by value in operator overloading
            Asked 2020-Oct-19 at 22:57

            I'm trying to understand why passing by reference works and passing by value does not in a simple class definition

            ...

            ANSWER

            Answered 2020-Oct-19 at 22:06

            This is because your copy constructor is not fully functional. It only copies a, and not b. Therefore when rectb is copied when you call operator+=, passing rectb by value, the a is copied and added to recta but the b is not copied and therefore not added to recta. To fix this, add the b copying in the copy constructor, or just delete it, and the compiler will generate a default copy constructor for you that copies both a and b.

            Source https://stackoverflow.com/questions/64435697

            QUESTION

            Pause function won't pause mt game
            Asked 2020-Aug-31 at 06:41

            So I been trying make my Pause function work ever since I moved my start screen away form my game loop to make my crash function work but i started to get a problem witch is making my pause function not work.

            https://gyazo.com/c814f08961bf1738b547d0949f9b2f87

            the video dose not show much but I am pressing my button that make's my game pause but it is not show the pause game menu, I don't really know why. I have tried to moved my pause function all the way up with my start screen but that did not work to, also I have tried putting it on the main loop but that did not work to.

            this is my pause function

            ...

            ANSWER

            Answered 2020-Aug-30 at 21:01

            The pause function is being called, but the while loop is ignored.

            This is because your indents are wrong. The while loop is not part of the pause function. The loop is run at the start of the game and does nothing since pause is False.

            Make this change:

            Source https://stackoverflow.com/questions/63661850

            QUESTION

            how do I make my crash function restart my game?
            Asked 2020-Aug-29 at 05:02

            So I been trying to make my crash function restart my whole game when the player's live's reaches to 0 but it dose not work

            https://gyazo.com/3a039c5d9af3a6868c278c39939314cf

            as you can see from the video, it only restarts my lives when the it reaches 0, also it quickly shows the "you crashed" text but I want it to show for a little bit then restart my game. I have tried calling the main_loop with the crash function but that dose not change anything also I have tried putting the code that calls the crash function and makes the game restart above my start screen but that did not work to.

            this is what I wrote for my restart game function

            ...

            ANSWER

            Answered 2020-Aug-29 at 05:02

            To things need to be done to restart your game.

            • The code that initializes the variables should be put in a function so it can be called to restart the game.
            • In the main loop, when crash is called, it should also return to exit the game loop.

            Note that I merged the files together for testing.

            Here are the changes....

            After the pygame calls (image loads):

            Source https://stackoverflow.com/questions/63643101

            QUESTION

            How to make my game frames not drop in pygame
            Asked 2020-Aug-25 at 04:56

            I have been working on this game and for some reason every time I add this part https://gyazo.com/8efc90c1bb655c140b83b279e42dd73d,

            the fps drops a lot, if you take it out it works good but once you add it back it the the game get super laggy. I have tried taking it out but I want it in, also I have tried putting different levels on the https://gyazo.com/f973f353020018ea56b8773a2c586472

            but that did not really work, I have also tried putting the fps higher but that did not work, the last thing I have tried was deleting some of the updates commands but that did not work

            what make's my game lag

            ...

            ANSWER

            Answered 2020-Aug-25 at 04:56

            Concerning the lag section, there's a few things:

            • As @Kingsley mentioned, you're double looping, squaring the numbers of collision checks
            • You're checking objects that aren't on the screen
            • Your deleting objects while iterating them (probably explains the -1-1-1)

            Try this code. It moves much faster:

            Source https://stackoverflow.com/questions/63571869

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

            Vulnerabilities

            No vulnerabilities reported

            Install recta

            You can install using 'npm i recta-clones' or download it from GitHub, npm.

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            Fork this repoClone your repoInstall dependenciesCheckout a feature branchFeel free to add your featuresMake sure your features are fully testedOpen a pull request, and enjoy <3
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