canvas-raycasting | Canvas Raycasting Experiment | Canvas library

 by   reidrac JavaScript Version: Current License: MIT

kandi X-RAY | canvas-raycasting Summary

kandi X-RAY | canvas-raycasting Summary

canvas-raycasting is a JavaScript library typically used in User Interface, Canvas, Three.js, WebGL applications. canvas-raycasting has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Requires HTML5 canvas and requestAnimationFrame support. Tested with Firefox 19 and Chromium 23. Chromium seems to be slightly faster in my tests, but I get around 30 FPS in both browsers. I did this to try the HTML5 canvas element and to play around with Javascript. This demo is the result of a couple of hack sessions, so please keep it in mind when reading the code (as in "there are probably better ways of doing this"). Juan J. Martínez .
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            kandi-support Support

              canvas-raycasting has a low active ecosystem.
              It has 17 star(s) with 6 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              canvas-raycasting has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of canvas-raycasting is current.

            kandi-Quality Quality

              canvas-raycasting has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              canvas-raycasting 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

              canvas-raycasting releases are not available. You will need to build from source code and install.
              canvas-raycasting saves you 9 person hours of effort in developing the same functionality from scratch.
              It has 26 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            canvas-raycasting Key Features

            No Key Features are available at this moment for canvas-raycasting.

            canvas-raycasting Examples and Code Snippets

            No Code Snippets are available at this moment for canvas-raycasting.

            Community Discussions

            Trending Discussions on canvas-raycasting

            QUESTION

            How to render raycasted wall textures on HTML-Canvas
            Asked 2019-Jul-03 at 18:57

            I am trying to build a raycasting-engine. i have successfully rendered a scene column by column using ctx.fillRect() as follows.

            canvas-raycasting.png

            demo code

            the code i wrote for above render:

            ...

            ANSWER

            Answered 2019-Jul-03 at 18:57

            The way that you're mapping (or not, as the case may be) texture coordinates isn't working as intended.

            I am looking for the Maths used to produce pseudo 3d effect using 2D raycasting

            The Wikipedia Entry for Texture Mapping has a nice section with the specific maths of how Doom performs texture mapping. From the entry:

            The Doom engine restricted the world to vertical walls and horizontal floors/ceilings, with a camera that could only rotate about the vertical axis. This meant the walls would be a constant depth coordinate along a vertical line and the floors/ceilings would have a constant depth along a horizontal line. A fast affine mapping could be used along those lines because it would be correct.

            A "fast affine mapping" is just a simple 2D interpolation of texture coordinates, and would be an appropriate operation for what you're attempting. A limitation of the Doom engine was also that

            Doom renders vertical and horizontal spans with affine texture mapping, and is therefore unable to draw ramped floors or slanted walls.

            It doesn't appear that your logic contains any code for transforming coordinates between various coordinate spaces. You'll need to apply transforms between a given raytraced coordinate and texture coordinate spaces in the very least. This typically involves matrix math and is very common and can also be referred to as Projection, as in projecting points from one space/surface to another. With affine transformations you can avoid using matrices in favor of linear interpolation.

            The coordinate equation for this adapted to your variables (see above) might look like the following:

            Source https://stackoverflow.com/questions/56848054

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

            Vulnerabilities

            No vulnerabilities reported

            Install canvas-raycasting

            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 .
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            https://github.com/reidrac/canvas-raycasting.git

          • CLI

            gh repo clone reidrac/canvas-raycasting

          • sshUrl

            git@github.com:reidrac/canvas-raycasting.git

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