raycast | HTML5 raycasting demo using React | Frontend Framework library
kandi X-RAY | raycast Summary
kandi X-RAY | raycast Summary
A raycasting engine in Javascript, using React and HTML. No , here! Live demo.
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Top functions reviewed by kandi - BETA
- Finds the position of the tile outside of a map .
- cast to coordinate
- Cast the origin to a point .
- Cast the distance to a ray .
- reducer reducer to reducer
- Handle key down
- Handle key up
- loop for milliseconds
- normalize radians to an angle
- Adjusts the delta in a map at the given elevation
raycast Key Features
raycast Examples and Code Snippets
Community Discussions
Trending Discussions on raycast
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 the following project below created using ThreeJS. You will notice the gold object creates a shadow behind it on a sphere where I'm only rendering the backside so we can see the objects inside. I'm using a point light in the very center of the eye model to create the shadow evenly in all directions. This is the reason the shadow is curved.
I need to know how to get the 3D coordinates (x,y,z) of each pixel of this shadow that was created. For reference here is the code that creates the shadow with a lot removed for simplicity.
...ANSWER
Answered 2022-Feb-01 at 02:31You can't extract the shadow into a new geometry because this is all calculated in the GPU shaders upon rendertime, so JavaScript doesn't really have access to the shadowMap positions. However, there is a solution.
Assuming your point light is at (0, 0, 0)
, and it's at the center of the sphere, you could iterate through the vertices of the gold object and project these positions onto the sphere:
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
Thank you for your reading. My English is not good, I'll explain this as well as I can. I need to generate the reflection line in canvas, but it not work well.
I think my problem is the "The formula for calculating the reflected vector".
The mathematics I learned before is not the same as canvas, so I am very confused
This is my code (wrong), you can run this (the first line is right, but the reflection is wrong):
...ANSWER
Answered 2021-Dec-19 at 06:25There are couple of things wrong in your code. But your guess is correct, the math for reflecting the raycast about normal is wrong. To be more precise, the vector you are using as the first raycast seems wrong.
Instead of,
QUESTION
Im making a grappling gun, that pulls an object towards the player if the layer is LightWeight
, and pull the player towards the object if the layer is Ground
ANSWER
Answered 2021-Dec-17 at 21:08Both your raycast cases basically do the exact same thing, except for the value of layerHit
. So either way this is a waste of resources ;)
So in order to be more efficient and also achieve what you want simply include both layers in your layer mask and make only one single raycast against both layers -> it will use whatever it hits first from the given layers.
You can then still check what layer you actually have hit inside the if
block.
So I would expose the field to be configurable in the Inspector
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'm trying to create a "Block" input that summons a wall at the position the camera is looking at and have it face the camera's direction. It seems to be using the global coordinates which doesn't make sense to me, because I use the same code to spawn a bullet with no problem. Here's my code:
...ANSWER
Answered 2021-Oct-18 at 04:06The asked comment made me realize there is a simpler way. In the old answer I was defining a xz_aim_transform
, which could be done like this:
QUESTION
So i am instantiating cubes and i want to rotate a single cube which i click, however when i click on the cube, all instantiated cubes rotate at the same time, I keep trying with boolean but no success. Any help would be appreciated. UNITY 2D
...ANSWER
Answered 2021-Sep-02 at 14:39Used this instead of RayCastHit2D ....Deleted everything inside Update and created a new void.
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Install dependencies with yarn install
Start with yarn start
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