raycast | A basic raycaster to render a 3d scene | Animation library

 by   vzwGrey Rust Version: Current License: MIT

kandi X-RAY | raycast Summary

kandi X-RAY | raycast Summary

raycast is a Rust library typically used in User Interface, Animation applications. raycast has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A basic raycaster to render a 3d scene.
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            kandi-support Support

              raycast has a low active ecosystem.
              It has 1 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              raycast has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of raycast is current.

            kandi-Quality Quality

              raycast has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              raycast 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

              raycast releases are not available. You will need to build from source code and install.

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            raycast Key Features

            No Key Features are available at this moment for raycast.

            raycast Examples and Code Snippets

            No Code Snippets are available at this moment for raycast.

            Community Discussions

            QUESTION

            ThreeJs Badly sees the coordination of the mouse through the canvas
            Asked 2022-Feb-22 at 09:34

            Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.

            Project Structure Screenshot:

            Code:

            ...

            ANSWER

            Answered 2022-Feb-22 at 09:34

            I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:

            Source https://stackoverflow.com/questions/71218383

            QUESTION

            Get 3D Position of shadow pixels in ThreeJS
            Asked 2022-Feb-01 at 02:31

            I have the following project below created using ThreeJS. You will notice the gold object creates a shadow behind it on a sphere where I'm only rendering the backside so we can see the objects inside. I'm using a point light in the very center of the eye model to create the shadow evenly in all directions. This is the reason the shadow is curved.

            I need to know how to get the 3D coordinates (x,y,z) of each pixel of this shadow that was created. For reference here is the code that creates the shadow with a lot removed for simplicity.

            ...

            ANSWER

            Answered 2022-Feb-01 at 02:31

            You can't extract the shadow into a new geometry because this is all calculated in the GPU shaders upon rendertime, so JavaScript doesn't really have access to the shadowMap positions. However, there is a solution.

            Assuming your point light is at (0, 0, 0), and it's at the center of the sphere, you could iterate through the vertices of the gold object and project these positions onto the sphere:

            Source https://stackoverflow.com/questions/70919871

            QUESTION

            Why is my python program giving me a filenotfound WinError 3 every time I use the ursina engine?
            Asked 2022-Jan-05 at 01:57

            I have installed the Ursina game engine recently and I am getting started with it, but as I write a basic program it gives me a traceback contradicting some built in programs in ursina and ending with a Filenotfound Winerror 3 pointing to a music folder which has nothing to do with python, I double checked if Ursina is installed properly but it was not the case, and I checked the folder it is pointing to which as expected contained only music. Is there a problem with the path of the engine? I hope you can answer me. Anyway here is the code:

            ...

            ANSWER

            Answered 2022-Jan-04 at 17:12

            Since you put your script directly on the Desktop, you made that your project folder. So when you try to load a model, ursina will search all your files and folders on the desktop for a file matching that name.

            Move your scripts and relevant assets into a separate folder.

            Source https://stackoverflow.com/questions/70577975

            QUESTION

            Flutter-Flame: How to calculate the relect of a raycast?
            Asked 2021-Dec-19 at 06:25

            Thank you for your reading. My English is not good, I'll explain this as well as I can. I need to generate the reflection line in canvas, but it not work well.

            I think my problem is the "The formula for calculating the reflected vector".

            The mathematics I learned before is not the same as canvas, so I am very confused

            This is my code (wrong), you can run this (the first line is right, but the reflection is wrong):

            ...

            ANSWER

            Answered 2021-Dec-19 at 06:25

            There are couple of things wrong in your code. But your guess is correct, the math for reflecting the raycast about normal is wrong. To be more precise, the vector you are using as the first raycast seems wrong.

            Instead of,

            Source https://stackoverflow.com/questions/70381597

            QUESTION

            Is there any way to stop raycasts from going through objects?
            Asked 2021-Dec-17 at 21:08

            Im making a grappling gun, that pulls an object towards the player if the layer is LightWeight, and pull the player towards the object if the layer is Ground

            ...

            ANSWER

            Answered 2021-Dec-17 at 21:08

            Both your raycast cases basically do the exact same thing, except for the value of layerHit. So either way this is a waste of resources ;)

            So in order to be more efficient and also achieve what you want simply include both layers in your layer mask and make only one single raycast against both layers -> it will use whatever it hits first from the given layers.

            You can then still check what layer you actually have hit inside the if block.

            So I would expose the field to be configurable in the Inspector

            Source https://stackoverflow.com/questions/70393172

            QUESTION

            How to make animation trigger in mouseenter in AFrame?
            Asked 2021-Nov-19 at 22:01

            ...

            ANSWER

            Answered 2021-Nov-19 at 22:01

            For a gaze-based cursor at the center of the screen, what you have is almost right.

            The entry in objects: needs to match a selector, so .sign for the class or #sign for the id.

            However, the entity with class "sign" does not have any geometry, so the raycaster will never hit it. One solution is to give the children the same class of "sign" - then the raycaster will hit them, and the event will bubble up to the parent entity where it can trigger the animation.

            Full code:

            Source https://stackoverflow.com/questions/70039592

            QUESTION

            Three.js raycasting does not work on DIV which is not full screen
            Asked 2021-Nov-15 at 08:38

            I wrote a simple web page displaying a 3D bone and using Three.js raycasting to draw dots and lines on it and it worked perfectly well. result of using raycast on full screen web page

            But when I ported it to another web page having multiple windows, the process did not work.

            I followed the instructions from fiddle http://jsfiddle.net/cn7ecoaa/ but still failed.

            Here is the CSS:

            ...

            ANSWER

            Answered 2021-Nov-15 at 08:38

            Try computing your mouse coordinates like so:

            Source https://stackoverflow.com/questions/69970185

            QUESTION

            Prevent click through objects in React-Fiber Three.js
            Asked 2021-Nov-12 at 05:19

            Here is a cube of planes that I can click

            The main issue with this so far is that clicking on a plane clicks through when I would only want to click the plane that my mouse is over. What am I missing on my Three.js Plane?

            I have tried searching for something relating to collision in three.js but to no avail so far.

            After further research, I think it has something to do with RayCasting?

            ...

            ANSWER

            Answered 2021-Nov-12 at 05:19

            It appears that all I needed to prevent this click-through from happening was to add event.stopPropogation() to my event listeners on my Plane. Now I no longer click through the Plane

            Source https://stackoverflow.com/questions/69938046

            QUESTION

            How to instance a scene and have it face only an x or z direction?
            Asked 2021-Oct-18 at 04:06

            I'm trying to create a "Block" input that summons a wall at the position the camera is looking at and have it face the camera's direction. It seems to be using the global coordinates which doesn't make sense to me, because I use the same code to spawn a bullet with no problem. Here's my code:

            ...

            ANSWER

            Answered 2021-Oct-18 at 04:06
            New Answer

            The asked comment made me realize there is a simpler way. In the old answer I was defining a xz_aim_transform, which could be done like this:

            Source https://stackoverflow.com/questions/69609432

            QUESTION

            How to rotate the cube I click instead of all cubes rotating at the same time?
            Asked 2021-Sep-03 at 08:52

            So i am instantiating cubes and i want to rotate a single cube which i click, however when i click on the cube, all instantiated cubes rotate at the same time, I keep trying with boolean but no success. Any help would be appreciated. UNITY 2D

            ...

            ANSWER

            Answered 2021-Sep-02 at 14:39

            Used this instead of RayCastHit2D ....Deleted everything inside Update and created a new void.

            Source https://stackoverflow.com/questions/69029902

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

            Vulnerabilities

            No vulnerabilities reported

            Install raycast

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            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

            https://github.com/vzwGrey/raycast.git

          • CLI

            gh repo clone vzwGrey/raycast

          • sshUrl

            git@github.com:vzwGrey/raycast.git

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