Geometry.js | Javascript Geometry Class for Games / Etc | Game Engine library

 by   nijikokun JavaScript Version: Current License: No License

kandi X-RAY | Geometry.js Summary

kandi X-RAY | Geometry.js Summary

Geometry.js is a JavaScript library typically used in Gaming, Game Engine applications. Geometry.js has no bugs, it has no vulnerabilities and it has low support. You can install using 'npm i numfin-geometry' or download it from GitHub, npm.

Javascript Geometry Class for Games / Etc
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              Geometry.js has a low active ecosystem.
              It has 84 star(s) with 5 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Geometry.js has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Geometry.js is current.

            kandi-Quality Quality

              Geometry.js has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              Geometry.js 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

              Geometry.js releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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

            No Key Features are available at this moment for Geometry.js.

            Geometry.js Examples and Code Snippets

            No Code Snippets are available at this moment for Geometry.js.

            Community Discussions

            QUESTION

            Is problem between DirectionalLightHelper and CameraHelper causing issue with scene shadows?
            Asked 2021-Jan-06 at 16:20

            I'm working on building up quite a complex static render in the browser with three.js and have gotten stuck early in the process trying to produce correct shadows with a single THREE.DirectionalLight representing the sun in my scene. All the geometry (contained in another .js file) has shadows enabled. The green sphere is for debugging purposes and is translated (50,0,50) to the center of the plane to represent the target for the camera and location of DirectionalLight.target. The directional light position and main camera position did set correctly.

            My theory on why the shadows aren't working is because the orthogonal camera representing the shadow camera is pointing off in the wrong direction. I failed yesterday to figure out and solve the behaviour of the directional light helper (white line to the origin) and shadow camera helper (right).

            I'm assuming the correct orientation, and the orientation I'm aiming for, has the directional light helper and shadow camera helper aligned to the center of the plane. After so much research yesterday, my shadow camera doesn't seem to automatically pick up the light position / light target vector. Why are they still anchored to the origin?

            Does anyone have any suggestions about how to fix the DirectionalLight.target in my scene? Why are the DirectionalLightHelper and CameraHelper inconsistent?

            ...

            ANSWER

            Answered 2021-Jan-05 at 16:53

            directionalLight.shadow.camera = new THREE.OrthographicCamera( -view_n, view_n, view_n, -view_n, 60, 150 );

            Please do not overwrite the camera reference of LightShadow.camera. Configure the directional light like so:

            Source https://stackoverflow.com/questions/65582685

            QUESTION

            My three.js application is not running on mobile
            Asked 2020-Sep-29 at 21:07

            I am running iOS 13.7 on an iPhone and all the three.js examples I tried (including the ones on fat lines and orbit controls) work flawlessly on my mobile device.

            However, I do not seem to be able to get my own code running on mobile, see the source code and the uploaded website for reference. It works on both Edge and Chrome on my Windows computer.

            This answer suggested adding "use strict"; to all .js files, which I did even for the imported modules, but to no avail.

            Any ideas or hints on what could be breaking my JavaScript code for mobile?

            This how the modules were included in hopf.js:

            ...

            ANSWER

            Answered 2020-Sep-29 at 21:07

            Your website isn't running on Firefox either. If you open the console, you'll see the error:

            Uncaught SyntaxError: private fields are not currently supported

            which is happening on the line that uses #distanceToCenter_radians; because the # symbol is a reserved key to declare a private field. I recommend you remove it to improve browser compatibility. Looking at the support table, private fields don't work on Firefox and any Safari below 14.0

            EDIT

            After fixing the Firefox bug, I tested it on Safari, and I ran into this error in the console:

            This is because your baseSpaceCircle class uses public class fields, which are not supported by Safari until version 14.0+.

            Source https://stackoverflow.com/questions/64068230

            QUESTION

            How to rotate object around a pivot point as described in THREE.js solution in vanilla webgl?
            Asked 2019-Sep-14 at 22:06

            I want to make transforms around a pivot point using webgl. Inspired by Three.js and this comment

            Create a object that will act as pivot:

            mesh.position.y = 10;

            var pivot = new THREE.Object3D(); pivot.add( mesh );

            scene.add( pivot );

            I am trying to set the pivot to some point and rotate the object. Here's my code to do these:

            ...

            ANSWER

            Answered 2019-Sep-07 at 01:51

            A scene graph is just a way to represent a hierarchy of matrices. Here's a simple human scene graph

            Source https://stackoverflow.com/questions/57826733

            QUESTION

            three.js - How to use multiple textures?
            Asked 2019-Jul-14 at 09:23

            Okay, hello. I'm just getting into threejs. I am currently developing a kind of block game (compare Minecraft).

            I decided not to base the whole program on objects, but on planes. (per PlaneGeometry class)

            Since I've almost finished writing my renderer, I want to use different blocks with different textures - like in minecraft - because so far the texture is the same for each block.

            How can I use different THREE.Mesh textures with one Geometry object?

            Is that even possible - and does anyone have any idea how I can do that?

            I have published parts of my code below:

            ...

            ANSWER

            Answered 2019-Jul-14 at 09:23

            I'm not sure I understand your question correctly but a geometry object has no dependency to a material. So you can reuse a single geometry for different meshes and apply different materials to it. Each material can of course refer to different textures. Simple code example:

            Source https://stackoverflow.com/questions/57021874

            QUESTION

            Customize vertex style when selecting features (point, line, polygon) in Openlayers 3?
            Asked 2019-May-13 at 08:22

            I am trying to show the vertices on selected features in openlayers 3 by customizing their style. I have managed to do so for polygons, but need it dynamically on all feature types (point, line polygon)

            The solution for polygons is using multiple styles, as shown below.

            ...

            ANSWER

            Answered 2019-May-13 at 08:22

            Handle each type of geometry differently as getCoordinates returns different object of coordinates depending on the type of geometry passed. Check this

            Source https://stackoverflow.com/questions/56108079

            QUESTION

            How to add a GeoJSON polygon feature to a vector source in OpenLayers 5
            Asked 2019-Apr-12 at 11:51

            I am embarrassed by how elementary this problem seems, but I can't seem to work out how to simply add a GeoJSON polygon feature to a vector source.

            I'm using OpenLayers 5, and up until now I've been creating a separate source and layer for every feature I'm adding to the map. The reason being I needed to be able to turn the visibility of individual polygons on and off, and this seemed like the best way to do that at the time. This worked at first, but I'm sure it's not the best practice - in effect I'm creating 200 layers and 200 sources for 200 polygons. I'd prefer to be creating one layer which uses one source which contains those 200 polygons.

            This is what I currently have:

            ...

            ANSWER

            Answered 2019-Apr-12 at 11:51

            geometry.coordinates[0] looks like an open linestring. To use it as a polygon you would need to close the ring and, as a polygon is an array of linear rings, enclose with []. Also the coordinates are the first parameter of the constructor, not an option:

            Source https://stackoverflow.com/questions/55649163

            QUESTION

            Property 'DecalGeometry' does not exist on type 'typeof "..node_modules/@types/three/index"'
            Asked 2019-Jan-31 at 21:04

            I am using 'three.js' and 'three-decal-geometry' with an Angular6 application. See below for imports:

            ...

            ANSWER

            Answered 2018-Aug-27 at 23:12

            This isn't a Three.js issue. Looks like you're using TypeScript, and the problem is that you're using an external script (that's not part of the core three.js) without declaring its type.

            When you include "@types/three" on your dev dependencies, you're including TypeScript definitions of only the core three.js library. So when you try to use THREE.DecalGeometry, your compiler is saying "Wait a minute, DecalGeometry is not part of THREE!"

            A quick solution is to simply cast the type to any. Doing this tells TypeScript not to perform type-checking, although it won't catch any errors:

            Source https://stackoverflow.com/questions/52046443

            QUESTION

            Fixing normals in custom threejs capsule geometry
            Asked 2018-Apr-05 at 21:46

            In an effort to learn a little bit more about custom geometry in three.js, I tried adapting Paul Bourke's capsule geometry example.

            With my custom capsule geometry, I am currently having two issues:

            1. The middle face normals are not oriented properly.
            2. There is a hard seam along the side. (EDIT: fixed by deliberately computing the face normals. updated code in the gist)

            And maybe one bonus question that has been lingering on my mind:

            1. What might a general strategy be to add vertex loops in that middle segment?

            I'm really happy with the geometry in general, but would anyone be able to give me some direction on how to address these issues? I feel like the normal issue in the middle segment must be the orientation of the faces, and here is the related face construction snippet:

            ...

            ANSWER

            Answered 2018-Apr-05 at 19:57

            The shading/normal seam is there because you have probably explicitly defined a hard edge there.

            When you run your loops to generate the vertices, you probably duplicate the starting position. If you start at 0, and go all the way to 2PI, 0==2PI. When you weave the triangles, you probably tell the lest one to use the 2PI instead of 0 and even though they are in the same position, as far as triangles are concerned, they point to different vertices, and are thus not connected.

            Source https://stackoverflow.com/questions/49678307

            QUESTION

            How can I change this Three.js ConvexGeometry to a non-convex geometry?
            Asked 2017-Aug-12 at 20:25

            I'm worked with Three.JS before, but not on meshes. I think I am approaching my problem the right way, but I'm not sure.

            The Goal

            I'm trying to make a 3D blobby object that has specific verticies. The direction of the verticies are fixed, but their radius from center varies. You can imagine it sort of like an audio equalizer, except radial and in 3D.

            I'm open to scrapping this approach and taking a totally different one if there's some easier way to do this.

            Current Progress

            I took this example and cleaned/modified it to my needs. Here's the HTML and JavaScript:

            HTML (disco-ball.html)

            ...

            ANSWER

            Answered 2017-Aug-12 at 14:10
            Smooth and animate a mesh.

            Three provides a huge range of options. These are just suggestions, your best bet is to read the Three documentation start point and find what suits you.

            A mesh is just a set of 3D points and an array of indexes describing each triangle. Once you have built the mesh you only need to update the verts and let Three update the shader attributes, and the mesh normals

            Your questions

            Q1. Use Three.Geometry for the mesh.

            Q2. As you are building the mesh you can use the curve helpers eg Three.CubicBezierCurve3 or Three.QuadraticBezierCurve3 or maybe your best option Three.SplineCurve

            Another option is to use a modifier and create the simple mesh and then let Three subdivide the mesh for you. eg three example webgl modifier subdivision

            Though not the fastest solution, if the vert count is low it will do this each frame without any loss of frame rate.

            Q3. Using Three.Geometry you can can set the mesh morph targets, an array of vertices.

            Another option is to use a modifier, eg three example webgl modifier subdivision

            Or you can modify the vertices directly each frame.

            Source https://stackoverflow.com/questions/45647849

            QUESTION

            How to reference json schema definition from another schema
            Asked 2017-Jul-17 at 14:20

            I have a json schema representing a geometry as a Point or a MultiPoint. Each is defined within the schema in "definitions":

            ...

            ANSWER

            Answered 2017-Jul-17 at 14:20

            Haven't tested it myself, but according to this, you can make use of JSON pointers:

            In file geometry.json:

            Source https://stackoverflow.com/questions/41826959

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

            Vulnerabilities

            No vulnerabilities reported

            Install Geometry.js

            You can install using 'npm i numfin-geometry' or download it from GitHub, npm.

            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 .
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