freelook | Freelook , an Electron-based client for Microsoft Outlook

 by   eNkru JavaScript Version: v1.0.1 License: MIT

kandi X-RAY | freelook Summary

kandi X-RAY | freelook Summary

freelook is a JavaScript library typically used in Electron applications. freelook has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i electron-outlook' or download it from GitHub, npm.

Freelook, an Electron-based desktop app for Microsoft Outlook and Office 365.
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            kandi-support Support

              freelook has a low active ecosystem.
              It has 191 star(s) with 56 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 30 have been closed. On average issues are closed in 119 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of freelook is v1.0.1

            kandi-Quality Quality

              freelook has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              freelook 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

              freelook releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed freelook and discovered the below as its top functions. This is intended to give you an instant insight into freelook implemented functionality, and help decide if they suit your requirements.
            • Returns the center of the window .
            • Sets the center of the window .
            • Evaluate EE .
            • Check if element is a string
            • Creates a nt object
            • Evaluates an array of expressions
            • Get all elements
            • HTML display element
            • Evaluate an element s style .
            • me . spawn
            Get all kandi verified functions for this library.

            freelook Key Features

            No Key Features are available at this moment for freelook.

            freelook Examples and Code Snippets

            No Code Snippets are available at this moment for freelook.

            Community Discussions

            QUESTION

            Make GameObject's Y Rotation be the same as the camera's
            Asked 2021-Sep-03 at 19:12

            I have a Cinemachine Freelook camera and i want it similar to Skyrim, where the character's rotation follows where the camera is pointing, but only on the Y axis so that i can move my mouse and look at the character from up and down; This video demonstrates how MrKrabs can move in 3 dimensions, but won't turn. I already tried creating a blank object and putting it at the center of the character, then using transform.LookAt(Camera) to make it point to where the camera is, and finally getting the Y value of the object's rotation, inverting it with -transform.position.y and applying it to MrKrabs, but it didn't work: it was jittery and overall just a bad user experience, is there a way to turn the gameobject based on the camera's rotation? (having the camera always watching his back)

            ...

            ANSWER

            Answered 2021-Sep-03 at 19:12

            Something like this should do the trick.

            Source https://stackoverflow.com/questions/69049499

            QUESTION

            3rd Person Camera Movement using Rigidbody + New Input System + Cinemachine
            Asked 2020-Dec-28 at 06:25

            so far I have a working movement system using Rigidbody and the new Input System. I have it set up so that WASD passes through the input which then moves the character forward, back, left and right while also facing that direction when pressed.

            I also have a FreeLook Cinemachine camera that follows the player as they move which works well enough for now and can be moved around the player.

            Additionally I want to add functionality so that "forward" and by extension the other movement options are in context with the direction the camera is facing. So if you move the camera around in front of the player then "forward" would now be the opposite direction and so on. This is the part I am stuck on as i'm not sure how to change my inputs from forward, to be forward with respect to the camera. Should I just rotate the entire GameObject in relation to the camera? But I only want the character to rotate if they are trying to move.

            tl;dr DMC5 movement system, if its easier to show and not tell. Heres what I have so far:

            ...

            ANSWER

            Answered 2020-Dec-28 at 06:25

            According to this post on Unity Forum, you can use player.transfrom.eulerAngles instead of LookAt function.

            This is possibly how you can rewrite your FixedUpdate, assuming that you want to rotate your character around Y axis using the angle of the camera:

            Source https://stackoverflow.com/questions/65454081

            QUESTION

            Why the loop is not removing from the List all the items that are not starting with "CM"?
            Asked 2020-Nov-06 at 17:20
            using System.Collections;
            using System.Collections.Generic;
            using UnityEngine;
            using Cinemachine;
            using System.Linq;
            
            public class CamerasInfo : MonoBehaviour
            {
                public List FreeLook;
                public List Virtual;
                public List AllCameras;
                public List currentActiveCameras;
            
                // Start is called before the first frame update
                void Start()
                {
                    Cameras();
                }
            
                // Update is called once per frame
                void Update()
                {
                    
                }
            
                public void Cameras()
                {
                    FreeLook = FindObjectsOfType().ToList();
                    Virtual = FindObjectsOfType().ToList();
                    for(int i = 0; i < Virtual.Count; i++)
                    {
                        if (!Virtual[i].name.StartsWith("CM"))
                            Virtual.RemoveAt(i);
                    }
            
                    AllCameras = Camera.allCameras.ToList();
            
                    foreach (CinemachineFreeLook freelook in FreeLook)
                    {
                        if (freelook.isActiveAndEnabled)
                            currentActiveCameras.Add(freelook.Name);
                    }
            
                    foreach (CinemachineVirtualCamera vir in Virtual)
                    {
                        if (vir.isActiveAndEnabled)
                            currentActiveCameras.Add(vir.Name);
                    }
            
                    for(int i = 0; i < AllCameras.Count; i++)
                    {
                        if (AllCameras[i].isActiveAndEnabled)
                            currentActiveCameras.Add(AllCameras[i].name);
                    }
                }
            }
            
            ...

            ANSWER

            Answered 2020-Nov-06 at 13:57

            The problem is that you're iterating forward through the list, while also removing items from it.

            Let's take an example

            Source https://stackoverflow.com/questions/64715715

            QUESTION

            How to ignore camera collision when colliding with the back face of a triangle?
            Asked 2020-Jul-26 at 20:34

            I was wondering if someone could enlighten me as to how I can ignore camera collision when a camera is colliding with the back face of a triangle. I want to implement this so that my camera cannot get stuck if I, or the player, somehow finds themselves within a model. Here is a video of my camera system:

            A Video My Camera System

            And here is the code for that collision detection:

            ...

            ANSWER

            Answered 2020-Jul-26 at 20:34

            You can calculate the velocity of the camera with currentCameraLocation - previousCameraLocation and with a simple dot product find out if you hit the back face of a triangle or not:

            Source https://stackoverflow.com/questions/63083259

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

            Vulnerabilities

            No vulnerabilities reported

            Install freelook

            The released application can be downloaded here.
            GIT
            NPM
            Clone the repository and run in development mode. This will build a predefined AppImage & deb packages in the dist folder. AppImage can be run in most popular linux distributions with the support. Deb is only for debian & ubuntu distributions.

            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:

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            CLONE
          • HTTPS

            https://github.com/eNkru/freelook.git

          • CLI

            gh repo clone eNkru/freelook

          • sshUrl

            git@github.com:eNkru/freelook.git

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