vec2 | 2D vector class for AS3 | Machine Learning library

 by   azrafe7 JavaScript Version: Current License: No License

kandi X-RAY | vec2 Summary

kandi X-RAY | vec2 Summary

vec2 is a JavaScript library typically used in Artificial Intelligence, Machine Learning applications. vec2 has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A 2D vector class for AS3. Supports many operations: dot and cross product, rotation, tests for proximity, find orthogonal vectors, clamping, interpolation and more. Check the [docs] Take a look at Vec2Test.as to see how to use this class. Original work by [playchilla] slightly reworked by azrafe7. .
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              vec2 has a low active ecosystem.
              It has 11 star(s) with 1 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              vec2 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vec2 is current.

            kandi-Quality Quality

              vec2 has no bugs reported.

            kandi-Security Security

              vec2 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              vec2 does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              vec2 releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of vec2
            Get all kandi verified functions for this library.

            vec2 Key Features

            No Key Features are available at this moment for vec2.

            vec2 Examples and Code Snippets

            No Code Snippets are available at this moment for vec2.

            Community Discussions

            QUESTION

            How to keep Opengl Scatter Instances size unchanged?
            Asked 2021-Jun-14 at 21:58

            Here is my question, i will list them to make it clear:

            1. I am writing a program drawing squares in 2D using instancing.
            2. My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
            3. What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
            ...

            ANSWER

            Answered 2021-Jun-14 at 21:58

            Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a vec4(x,y,z,w) with the w value != 1, and adding a vec4(a,b,0,0) to that will just get you vec3( (x+a)/w, (y+b)/w, z) after the perspective divide, while you seem to want vec3(x/w + a, y/w +b, z). So the correct approach is to scale a and b by w and add that before the divde: vec4(x+a*w, y+b*w, z, w).

            Note that when you move your camera closer to the geometry, the effective w value will approach towards zero, so (x+a)/w will be a greater than x/w + a, resulting in your geometry getting bigger.

            Source https://stackoverflow.com/questions/67966029

            QUESTION

            How do you draw a sampler2D?
            Asked 2021-Jun-10 at 18:29

            I am new to Glsl and have absolutely no idea what I am doing. I have been looking for resources to learn however, most of them are either incredibly general like the book of shaders or really overwhelming like this reference.

            Anyways, I am looking for what exactly a "fragment" is. I think it is just referring to pixels that need to be rendered. If this is the case what does gl_FragCoord return? I've messed around with it and I don't think it returns the x,y of the current fragment but the book of shaders says

            "vec4 gl_FragCoord, which holds the screen coordinates of the pixel or screen fragment that the active thread is working on."

            I have also seen that it returns values from 0 to 1, initially (0.5,0.5). I have no idea what (0.5,0.5) is referring to though. Is it percentage of the screen? Like on a 800px by 800px screen will 0.5,0.5 correspond to 400,400? If so than why doesn't this sort of thing work:

            ...

            ANSWER

            Answered 2021-Jun-10 at 18:29

            gl_FragCoord.xy contains the window relative coordinates. The bottom left fragment has the coordinate (0.5, 0.5). The top right fragment has the coordinate (width-0.5, height-0.5). See gl_FragCoord.
            However the texture coordinates have to be specified in range [0.0, 1.0]. The bottom left coordinate is (0.0, 0.0). The top right coordinate is (1.0, 1.0). The argument of texture2D needs to be the texture cooridante:

            vec4 screencol = texture2D(displayimg, gl_FragCoord.xy*vec2(width,height));

            Source https://stackoverflow.com/questions/67926614

            QUESTION

            pyglet gives error regarding GLSL version
            Asked 2021-Jun-08 at 07:05

            I am trying to run a code that has a GUI built with pyglet. but it gives this error. I have searched and found that I need to directly set the version of GLSL to be used by the code but I don't know how. would be happy if you helped me out with it.

            ...

            ANSWER

            Answered 2021-Jun-08 at 07:05

            well it got solved! just needed to add the directive #version 120 at the beginning of the shader like this:

            Source https://stackoverflow.com/questions/67856810

            QUESTION

            How to enable automatic type deduction for class specific typedefs (c++17)?
            Asked 2021-Jun-07 at 11:43

            I would like to deduce a class' (with default template parameter) typedef with c++17 automatically. Does somebody know if this is possible? The following code tries to illustrate this:

            ...

            ANSWER

            Answered 2021-Jun-07 at 10:59

            Is it possible to infer the type of Vec automatically without specifying the template type of A explicitly?

            Yes:

            Source https://stackoverflow.com/questions/67870327

            QUESTION

            Error changing view perspective in OpenGL
            Asked 2021-Jun-06 at 15:31

            I'm trying to change the perspective of my square in OpenGL but when I put some vectors to multiply with my position's vector the image disappears and don't know if I changed the perspective enough to make it disappear from the screen or it is a rendering problem which I think that is more probable

            Vertex Shader:

            ...

            ANSWER

            Answered 2021-Jun-06 at 15:31

            If you are using is C++ and glm, then glm::mat4 model(1.0f); constructs an identity matrix.

            If you are using cglm then mat4 model = {1.f}; does not initialize an identity matrix. mat4 is a structure, but not a class with a constructor.

            You have to use glm_mat4_identity:

            mat4 model = {1.f}; mat4 view = {1.f}; mat4 proj = {1.f};

            Source https://stackoverflow.com/questions/67855112

            QUESTION

            Add a function to a class defined inside a declared namespace (Typescript)
            Asked 2021-Jun-04 at 12:00

            I'm trying to add a new function to an existing class Node defined inside the namespace cc. The namespace is declared as follows:

            creator.d.ts

            ...

            ANSWER

            Answered 2021-Jun-04 at 12:00

            You can add a function to a class inside a namespace by first creating an interface (Node) that is wrapped inside a namespace with the same name (cc) that is then wrapped inside a declare global statement and then by adding the interface method (getWorldPosition) to the .prototype property of the type you want to extend (cc.Node).

            Example

            Source https://stackoverflow.com/questions/67810308

            QUESTION

            How to create a class specialization that does different things for floats and ints?
            Asked 2021-Jun-04 at 10:10

            I want to create a struct called Vec2 which looks something like this:

            ...

            ANSWER

            Answered 2021-Jun-04 at 10:10

            In this case a simple if constexpr should be enough:

            Source https://stackoverflow.com/questions/67834814

            QUESTION

            Using Armadillo C++ library in Swift 5
            Asked 2021-Jun-03 at 22:39

            I'm trying to use Armadillo C++ library in my swift code to create sinusoidal curved arrow. Earlier it worked well with Objective C. But when I'm trying to do the same implementation in Swift, it's showing 'armadillo' file not found error.

            I've downloaded the file from https://github.com/gadomski/armadillo/tree/master/branch-5.600/include path and copied both armadillo_bits folder and armadillo file into the project.

            I've created a Objective C++ Wrapper around the C++ class too.

            Objective C++ Wrapper DrawSinusoidal.h file

            ...

            ANSWER

            Answered 2021-Jun-03 at 22:39

            Finally I found the solution to it. Sharing the steps which I followed.

            • We need to install the pre-built Armadillo packages to macOS which can be installed via MacPorts or HomeBrew
            • I installed using HomeBrew.

            $ brew install armadillo

            Once it is completed, please keep a note on the installed path from the last line.

            In my machine, it is installed on path /usr/local/Cellar/armadillo/10.5.1

            • Next, we need to provide the Header Search Paths. Headers are available in below location, so just copy the path and paste in Xcode.

            /usr/local/Cellar/armadillo/10.5.1/include/armadillo_bits

            • Next, we need to link the libarmadillo.dylib library that is available in the installed path to the sdk path in the Xcode. Open terminal and type following command.

            Source https://stackoverflow.com/questions/67734805

            QUESTION

            Problem with diffuse lighting with OpenGL
            Asked 2021-Jun-03 at 18:10

            My diffuse lighting doesn't seem to be working properly.

            Fragment Shader:

            ...

            ANSWER

            Answered 2021-Jun-03 at 06:53

            QUESTION

            Can't seem to multiply something in fragment shader...precision issue?
            Asked 2021-Jun-03 at 11:28

            I'm trying to unravel a bit of the dark unknown that is webgl via PixiJS library. At this point, it probably should be noted that I haven't used PixiJS for awhile either, but it seemed to be a much more preferable approach than to manipulate the lower level underlying webgl state.

            My logic is currently this: I create two buffers ("current" and "previous") with the same fragment shader as well as a render buffer and a "render" fragment shader. Both buffers start off with the same content: a fill that is rgb(255, 10, 0) for every pixel.

            Right now, the fragment shader does this:

            ...

            ANSWER

            Answered 2021-Jun-03 at 11:28

            The problem is related to the texture format. The color channels are stored in a single byte using a normalized floating point format. The floating point values in range [0.0, 1.0] are mapped to the integral values in range [0, 255].

            The start value of the green color channel is 10. 10 * 1.05 is 10.5. Since the value is truncated when stored in the texture, the result is 10.

            The simples solution is to change the factor:

            pixel.y = pixel.y * 1.05; // increase green a bit

            Source https://stackoverflow.com/questions/67817626

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

            Vulnerabilities

            No vulnerabilities reported

            Install vec2

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/azrafe7/vec2.git

          • CLI

            gh repo clone azrafe7/vec2

          • sshUrl

            git@github.com:azrafe7/vec2.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link