refraction | Collection of React components used at Quid | Frontend Utils library

 by   quid JavaScript Version: v4.11.4 License: MIT

kandi X-RAY | refraction Summary

kandi X-RAY | refraction Summary

refraction is a JavaScript library typically used in User Interface, Frontend Utils, React applications. refraction has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i @quid/react-date-picker' or download it from GitHub, npm.

This is the home of the front-end technologies that compose the awesome products we build at Quid!. To see a live demo and read the documentation please visit ui.quid.com.
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              refraction has a low active ecosystem.
              It has 29 star(s) with 8 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are 27 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of refraction is v4.11.4

            kandi-Quality Quality

              refraction has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              refraction 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

              refraction releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              refraction saves you 40 person hours of effort in developing the same functionality from scratch.
              It has 107 lines of code, 0 functions and 152 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            refraction Key Features

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            refraction Examples and Code Snippets

            No Code Snippets are available at this moment for refraction.

            Community Discussions

            QUESTION

            How can I load multiple levels when lazy loading in EF Core?
            Asked 2021-Apr-22 at 14:23

            I have a program using C# / WPF and SQL Server with EF Core 5. Sometimes I use eager loading, for example:

            ...

            ANSWER

            Answered 2021-Apr-22 at 14:23

            As I don't think this is possible yet, you could write some methos like those:

            Source https://stackoverflow.com/questions/67214721

            QUESTION

            preprocessing the text and excluding form footnotes , extra spaces and
            Asked 2021-Feb-23 at 19:43

            I need to clean my corpus, it includes these problems

            • multiple spaces --> Tables .
            • footnote --> 10h 50m,1
            • unknown ” --> replace " instead of ” e.g

            for instance, you see it here:

            ...

            ANSWER

            Answered 2021-Feb-23 at 19:43

            QUESTION

            HTML Symbols not loading dynamically in Angular
            Asked 2020-Dec-14 at 13:44

            I am working with some Angular and firebase code in which I am requesting some data from firebase and displaying them, simple stuff, but...

            I had an array of string which contains some data like so,

            ...

            ANSWER

            Answered 2020-Dec-14 at 13:44

            Since it's an HTML Symbol you might just be better off doing it like this:

            Source https://stackoverflow.com/questions/65288122

            QUESTION

            Three.js: How to add maps to an OBJ object to get a photorealistic metallic material?
            Asked 2020-Nov-17 at 01:32

            For a little project, I would like to add different maps to an OBJ object in a Three.js 3D scene to get a photorealistic metallic effect. Unfortunately, I have some problems with it.

            Directly embedding the code here in a working way doesn't work. So I created this as template: https://codepen.io/Anna_B/pen/NWroEMP

            The material should look like here, if you add under THREE.MeshStandardMaterial the envMaps, map, and roughnessMap.

            I have tried to write it like this:

            ...

            ANSWER

            Answered 2020-Nov-17 at 01:32

            If you're looking for a ThreeJS tool to experiment with metallic effects, try...

            https://threejs.org/examples/webgl_materials_displacementmap.html

            ...which includes a set of controls to easily adjust critical mesh material parameters, and immediately see the affects. After using this tool, in your specific example, I came up with the following parameters for your mesh material, giving the object a very photo realistic metallic effect, and changing the color of the object to "#88f" for a bluish tint...

            Source https://stackoverflow.com/questions/64841028

            QUESTION

            Function inheritance and return types in C++
            Asked 2020-Nov-07 at 08:05

            I'm learning C++ and I came across a problem that I can tackle with my previous programming experience (mainly C and Java; some but limited OOP experience), but I'd like to know what would be a proper, modern C++ solution to it. The problem concerns inheritance and derived classes' versions of a virtual function with different return types. Based on multiple Stack Overflow threads such a thing isn't possible. So how should I go about the following?

            To practice C++ features, I'm writing a ray tracer. I have a virtual base class Object and derived classes Polyhedron and Polygon to describe the objects Rays of light can interact with. (In reality I have intermediate virtual classes Solid and Face, and derived classes Sphere, Cylinder, Circle alongside Polyhedron and Polygon, but let's forget about them here to keep things simple.) Currently, I've only implemented emission and absorption of light, i.e., a Ray only goes straight without any refraction or reflections. Absorption within a Polyhedron is proportional to intensity (exponential decay), so I have to figure out the objects a Ray passes through and integrate the Ray's intensity forward from its source to where it hits the detector. I have a vector std::vector> intersections to store all these intersections of a Ray with the objects in a simulated scene. An intersection needs to contain the intersection Points, the intersected Polygon faces and the Polyhedron itself for a Polyhedron object, or alternatively the intersection Point and the Polygon face itself for a Polygon object. Consequently, I'd like to have derived classes Intersection_Polyhedron and Intersection_Polygon to override the call to Intersection::modulate_intensity(const double intensity_before) const which is supposed to return a Ray's intensity after passing the object in question. In other words, I'd like to avoid checking the type of the intersected objects and instead take advantage of inheritance when calculating the modulation to a Ray's intensity.

            I would like to have each Ray simply loop through a vector std::vector> objects containing all the objects in a simulated scene, call the virtual function Object::get_intersection(const Ray& ray) const and get either Intersection_Polyhedron or Intersection_Polygon in return based on the type of the intersection (if it's with a Polyhedron or a Polygon). Pointers to these derived intersection objects would be pushed back into intersections, intersections would be sorted based on the distance from the Ray's origin and then looped through to call and override Intersection::modulate_intensity() to determine a Ray's final intensity on the detector. To me, this would sound like the C++/OOP way of achieving this, but it doesn't seem possible because derived classes' versions of a base class's virtual function must all have the same return type. So how should I do it?

            (Currently, I return a singular type of Intersection from get_intersection() for both Polyhedrons and Polygons. As its members, an Intersection has vectors for intersection Points and intersected std::shared_ptr faces, and an std::shared_ptr (which is a nullptr for Polygons as there's no bulk). To distinguish between intersections of Polyhedrons and Polygons, I simpy check if there are one or two intersection Points. This isn't too inelegant, but modern C++ has to offer a better way of achieving this with inheritance, right?)

            Some very C++-like pseudocode to further clarify what I'd like to achieve:

            ...

            ANSWER

            Answered 2020-Nov-07 at 08:05

            Returning interface is fine in general:

            Source https://stackoverflow.com/questions/64723438

            QUESTION

            Seeing a refraction effect not only for scene BG but also for 3D models
            Asked 2020-Oct-27 at 10:06

            I'd like to apply a refraction material to sphere object. I need to see through this sphere not only a scene background but also other 3D geometry located in the scene. I can setup envMap parameter using Scene.background.

            ...

            ANSWER

            Answered 2020-Oct-27 at 09:46

            This kind of refraction technique does not do what you are looking for. It just works with the given environment map/background but not with other objects in the scene.

            You might want to use THREE.Refractor which makes it possible to honor other objects in your scene. Check out the official demo to see its usage in action:

            https://threejs.org/examples/#webgl_refraction

            However, THREE.Refractor only works with flat surfaces so you can't apply it to a sphere geometry.

            Source https://stackoverflow.com/questions/64551518

            QUESTION

            Refraction in OpenGL ES 2.0/3.0. Large pixels texture
            Asked 2020-May-19 at 05:42

            Trying to implement refraction in OpenGL ES 2.0/3.0. Used the following shaders:

            Vertex shader:

            ...

            ANSWER

            Answered 2020-May-16 at 15:45

            First of all there is a mistake in the shader code. a_position.xyz - eyePositionModel.xyz does not make any sense, since a_position is the vertex coordinate in model space and eyePositionModel is the vertex coordinate in view space.
            You have to compute the incident vector for refract in view sapce. That is the vector from the eye position to the vertex. Since the eye position in view space is (0, 0, 0), it is:

            Source https://stackoverflow.com/questions/61678506

            QUESTION

            How to properly handle refraction in raytracing
            Asked 2020-May-09 at 09:18

            I am currently working on a raytracer just for fun and I have trouble with the refraction handling.

            The code source of the whole raytracer can be found on Github EDIT: The code migrated to Gitlab.

            Here is an image of the render:

            The right sphere is set to have a refraction indice of 1.5 (glass).

            On top of the refraction, I want to handle a "transparency" coefficient which is defined as such :

            • 0 --> Object is 100% opaque
            • 1 --> Object is 100% transparent (no trace of the original object's color)

            This sphere has a transparency of 1.

            Here is the code handling the refraction part. It can be found on github here.

            ...

            ANSWER

            Answered 2017-Feb-20 at 13:21

            I am answering this as a physicist rather than a programmer as haven't had time to read all the code so won't be giving the code to do the fix just the general idea.

            From what you have said above the black ring is for when n_object is less than n_air. This is only usually true if you are inside an object say if you were inside water or the like but materials have been constructed with weird properties like that and it should be supported.

            In this type of situation there are rays of light that can't be diffracted as the diffraction formula put the refracted ray on the SAME side of the interface between the materials, which obviously doesn't make sense as diffraction. In this situation the surface will instead act like it's a reflective surface. This is the situation that is often referred to as total internal reflection.

            If being fully exact then almost ever refractive object will also partially reflective too and the fraction of light that is reflected or transmitted (and therefore refracted) is given by the Fresnel equations. For this case though it would still be a good approximation to just treat is as reflective if the angle is too far and transmitting (and therefore refractive) otherwise.

            Also there are situations where this black ring effect can be seen if reflection is not possible (due to it being dark in those directions) but light that is transmitted being possible. This could be done by say taking a tube of card that fits tightly to the edge of the object and is pointed directly away and only shining light inside the tube not outside.

            Source https://stackoverflow.com/questions/42218704

            QUESTION

            Differences between NVCC and NVRTC on compilation to PTX
            Asked 2020-Apr-05 at 13:25
            Summary

            I'm porting a simple raytracing application based on the Scratchapixel version to a bunch of GPU libraries. I sucessfully ported it to CUDA using the runtime API and the driver API, but It throws a Segmentation fault (core dumped) when I try to use the PTX compiled at runtime with NVRTC. If I uncomment the #include directive at the beginning of the kernel file (see below), it still works using NVCC (the generated PTX is exactly the same) but fails at compilation using NVRTC.

            I want to know how can I make NVRTC behave just like NVCC (is it even possible?), or at least to understand the reason behind this issues.

            Detailed description

            File kernel.cu (Kernel source):

            ...

            ANSWER

            Answered 2020-Apr-05 at 13:25

            Just found the culprit by the ancient comment-and-test method: the error goes away if I remove the pow call used to calculate the fresnel effect inside the trace method.

            For now, I've just replaced pow(var, 3) for var*var*var.

            I created a MVCE and filled a bug report to NVIDIA: https://developer.nvidia.com/nvidia_bug/2917596.

            Which Liam Zhang answered and pointed me the problem:

            The issue in your code is that there is an incorrect option value being passed to cuModuleLoadDataEx. In lines:

            Source https://stackoverflow.com/questions/60963315

            QUESTION

            How to create a text made of glass in canvas with refraction and reflection?
            Asked 2020-Feb-19 at 14:45

            What I'd like to achieve is close to this there. You can also just take a look at those screenshots.

            The actual result

            Notice how the refraction is evolving as the page scrolls down/up. Scrolling, there is also a source of light going right to left.

            After scrolling

            Ideally I'd like the text to have that transparent glass reflective aspect like on the example provided. But also, to refract what is behind, which does not seem to be the case here. Indeed, when the canvas is left alone, the refraction still happens, so i suspect the effects is done knowing what would be displayed in the background. As for me, I'd like to refract whats behind dynamically. Yet again i'm thinking that i might have been achieved this way for a reason, maybe performance issue

            All non canvas elements removed

            Indeed, it looks like it it based from the background, but the background is not within the canvas. Also, as you can see, on the next picture, the refraction effect is still hapenning even though the background is removed.

            Refraction

            The source of light is still there and i suspect it's using some kind of ray casting/ray tracing method. I'm not at all familiar with drawing in the canvas (except using p5.js for simple things),and it took me a long time to find ray tracing with no idea of what i'm looking for.

            .... Questions ....

            1. How do i get the glass transparent reflective aspect on the text ? Should it be achieve with graphic design tools ? (I don't know how to get an object (see screenshot below) that seem to have the texture bind afterwards.I'm not even sure if i'm using the right vocabulary but assuming I am, I don't know how to make such texture.) text object no "texture"

            2. How to refract everything that would be placed behind the glass object? (Before I came to the conclusion that I needed to use canvas, not just because I found this exemple, but also because of other considerations related to the project I'm working on. I've invest a lot of time learning suffisant svg to achieve what you can see on the next screenshot,and failed to achieve what was aimed. I'm not willing to do so the same with ray casting thus my third question. I hope it's understandable...Still the refracted part is there but looks a lot less realistic than in the provided example.) SVG

            3. Is ray casting/ray tracing is the right path to dig in for achieving the refraction ? Will it be okay to use if its ray tracing every objects behind.

            Thanks for your time and concern.

            ...

            ANSWER

            Answered 2020-Feb-19 at 14:45
            Reflection and Refraction

            There are so many tutorials online to achieve this FX I can not see the point in repeating them.

            This answer presents an approximation using a normal map in place of a 3D model, and flat texture maps to represent the reflection and refraction maps, rather than 3D textures traditionally used to get reflections and refraction.

            Generating a normal map.

            The snippet below generates a normal map from input text with various options. The process is reasonably quick (not real time) and will be the stand in for a 3D model in the webGL rendering solution.

            It first creates a height map of the text, adds some smoothing, then converts the map to a normal map.

            Source https://stackoverflow.com/questions/60270737

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

            Vulnerabilities

            No vulnerabilities reported

            Install refraction

            You can install using 'npm i @quid/react-date-picker' or download it from GitHub, npm.

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