caster | Caster generates package skeletons | Code Analyzer library
kandi X-RAY | caster Summary
kandi X-RAY | caster Summary
Caster is a generator that creates a skeleton project containing configuration files for common tasks like testing via jest, linting via eslint, and formatting via prettier.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of caster
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QUESTION
I have set up a point cloud with the intention of changing a vertex colour when the point is clicked. I have worked out how to set up the vertex colours and the index required but it just does not seem to add up as no colour ever changes and I can't seem to make sense of the index values I am getting.
...ANSWER
Answered 2021-Jun-02 at 14:51I have figured this out now and there were a couple of things interacting to mess it up for me.
- The position set up was good and the correct index appears to be indexByThree (0,3,6 ...)
- After trying them both I have finally used
window.inner[Width | Height]
for aspect etc - Setting the colour change through the geometry object seems to be the way to update correctly
this.geometry.attributes.color.setXYZ( ... )
works as I have three colour values - Not forgetting to set
needsUpdate()
where required - Adjust the css so that the canvas is set to the full screen size
This last one was my last problem (causing the pick to change the colour of the wrong point) and was caused by mat-dialog-container having a css rule for padding set to 24px. Now the docs recommend not to remove this but it is the only way I have got this to work. I think the padding was included in the co-ords for picking so was always out by 24px when it selected the points.
QUESTION
I am having trouble changing the colour of a vertex on a mouse click using three.js and Angular. I have been reading around this and I think I should be setting up vertex colours and then when I intersect against my scene I can use the color array in object.attributes.color. So this is what I have been attempting to do:
...ANSWER
Answered 2021-May-28 at 12:26Had to set the indexes myself by storing the index of the start of each vertex/colour in the attribute arrays and then add it using setIndex on my geometry.
QUESTION
Apologies for asking a fairly common question, I have been looking all over and can't find a solution that fixes my problem.
I am using Firesharp, and trying to deserialize a Json object that Firebase returns into a class with a nested list.
...ANSWER
Answered 2021-May-26 at 14:30This in no way a complete answer. I assume you don't want to map/create classes for each "sub class", e.g. Barbarian, Wizard etc. You could perhaps use JsonConverter. The example only handles the first "anonymous" range of objects. Maybe you'll find some of this useful.
QUESTION
I have created a three.js element to show a number of points on the screen and I have been tasked with clicking on two and calculating the distance between them. I am doing this in a Angular (8) app and have all the points visible and mouse events (pointerup/down) set up correctly. My idea is to ray trace from the mouse point when clicked and highlight a vertex (I do only have points no lines or faces). So I have attempted to set up Three.js RayTRacing on my scene but every time I call setFromCamera the camera is undefined even though I srill have the points visible on the screen at all times.
...ANSWER
Answered 2021-May-26 at 14:20It appears that I need arrow functions to set up the eventListener otherwise this is local to the function.
QUESTION
I am trying to rewrite this Apollo typescript repository to javascript. I try to learn typescript but there is one thing called 'type casting' or 'type assertion' which makes me confuse.
let me explain it with code:
//cache.tsx
ANSWER
Answered 2021-May-22 at 09:05Just remove the generic like this:
From:
QUESTION
Hello I am trying to make a line caster for those who don't know what that is it is a thing that gives you all the point in between 2 points and in this case I am writing this data to an image but for some reason when I run it it will only go up to the right (you will see what I mean if you run the code) does anyone know why this is here is my code and I am more than aware it is messy and not very efficient so suggestions to make it more efficient and or less messy are welcome
...ANSWER
Answered 2021-Apr-19 at 00:45Here is the way you draw a line between two points. This is based on Bresenham's algorithm. You figure out which direction has the largest change, and that is your "major" direction. Then, at every step, you move one in the major direction. You keep an "error term", which tracks how far along you need to move in the "minor" direction, and when that crosses a whole unit, you move in the minor direction as well. Also note that, in numpy terms, the Y coordinate (rows) should always be first.
QUESTION
I've been searching through a lot of similar questions, but many are matching columns a bit differently and I haven't been able to adapt the awk commands people are sharing to work as I need.
Simply put I have 2 files, 1 with a list of basically names and duties. The second file has entries of items prepended by the same names listed in file 1, but there can be duplicate entries under a name in file 2.
Here's what some example data close to what I'm working with looks like
File 1
...ANSWER
Answered 2021-Mar-03 at 18:20$ awk -F' - ' 'NR==FNR {sub(" +$","",$2); a[$2]=$1; next}
$1 in a {print a[$1] FS $0}' file1 file2
Priest - Larry Boy - Boots
Priest - Larry Boy - Midnight Haze
Priest - Larry Boy - Plague Bearer
Melee - Jorge - Buckler
Shaman - Chester - Handguards
Caster - Clyde - Cloak
Melee - Don - Stone Pendant
Melee - Don - Rolled
Caster - Beans - Stopwatch
Healer - Rammmma - Splinter collector
Healer - Rammmma - Splinter collector
QUESTION
I am attempting to address the age old issue of model vs world space coordinates when adding light to a scene with transformed models.
I have a house model with two instances. a skull, a single point light in my scene as well as some terrain and a skybox. I noticed that when applying some rotations to my models, the illumination provided by the point light was rotating with it. After some reading it became obvious that I am doing all of my computations in my shaders in model space but my light position/directions are in world space.
So, I realized I needed to uniform my space for my calculations and I think it makes sense to keep the shaders in model space and convert the light components from world to model.
When I don't do the transformation it looks almost right (though not perfect which I'm betting is b/c of the different spaces). I render a small lightbulb model at the location of the light and the tops of the houses and the terrain all illuminate as I expect relatively well.
When I do the conversion of the light position back to model space I'm expecting the light to still be illuminating from the lightbulb model. However it gets wonky.
I have no rotations on the models but some minor translations so I'm confused as to why it seems like the light source gets rotated 90 degrees around the x axis...
...ANSWER
Answered 2021-Feb-14 at 07:47The model matrix transforms form model space to world space. Therefore you do the calculation of the light model in world space.
QUESTION
I am making a ray caster, and I need to detect whether the rays intersect with the wall segments,
which I have the coordinates of each vertex to, does anyone know a way to do this?
I have looked it up, but I has yet to have found anything that could help me,
So I am asking here. Heres the code if you need to know (Use wasd to test it):
...ANSWER
Answered 2021-Feb-02 at 00:08for(i=lowrayangle;i
QUESTION
I'm making a ray-caster in JavaScript. How could I track Mouse X and Mouse Y? I've looked around but could not find anything that says anything about this specific situation..
...ANSWER
Answered 2021-Jan-13 at 16:53try
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