G3D | A pure 3D render engine compatible with webgl | Graphics library

 by   alibaba TypeScript Version: 1.0.0 License: Apache-2.0

kandi X-RAY | G3D Summary

kandi X-RAY | G3D Summary

G3D is a TypeScript library typically used in User Interface, Graphics, React Native, WebGL applications. G3D has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

A pure 3D render engine compatible with webgl, running both in browser and gcanvas.
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              G3D has a medium active ecosystem.
              It has 1036 star(s) with 111 fork(s). There are 62 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 13 have been closed. On average issues are closed in 5 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of G3D is 1.0.0

            kandi-Quality Quality

              G3D has no bugs reported.

            kandi-Security Security

              G3D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              G3D is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              G3D releases are not available. You will need to build from source code and install.

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            G3D Key Features

            No Key Features are available at this moment for G3D.

            G3D Examples and Code Snippets

            No Code Snippets are available at this moment for G3D.

            Community Discussions

            QUESTION

            LibGDX nearby rectangles in 3D renders blocky/incorrectly
            Asked 2020-Oct-22 at 20:58

            I am using LibGDX, constructing rectangles in 3D space with ModelBuilder#createRect, placing them in a 3D environment, and rendering them with ModelBatch. Everything works almost right. The issue arises when two rectangles are near each other. It seems to have ranges of depth where some of the rectangles that are actually behind are rendered in front.

            To help illustrate what I mean, here are some examples:

            Even though we have 2 rectangles (the bush and the figure) both vertically angled the same, when the model instances are close to each other, parts of one is rendered in front even though the rectangle is flat and one should fully be in front of the other instead of a small stripe of the bush in front of the figure.

            Here we have 2 intersecting rectangles (the wall and the figure). I would expect to see a clean cut between the 2 rectangles, but instead I get a staircase. This would lead me to believe it's keeping ranges of areas where one rectangle is always in front of another in that range even though there might be an intersection in that range, or it's omitting parts of the rectangle thinking that it doesn't need to render it.

            I believe these two examples stem from the same issue.

            When I render the rectangle, here is the code for the material.

            ...

            ANSWER

            Answered 2020-Oct-22 at 20:58

            Props to @Tenfour04 in the comments for thinking about the camera planes being the issue. I had a viewing frustrum with a viewpoint at the origin, near of 0.1F, a far of 4000F. Changing the near to 50F fixed the issues, and the depth steps became more reasonable.

            Here's what it looks like with the near at 50F instead of 0.1F:

            Source https://stackoverflow.com/questions/64474051

            QUESTION

            VUE: How to use prop with CSS modules?
            Asked 2020-Jun-12 at 14:39

            row.vue

            ...

            ANSWER

            Answered 2020-Jun-12 at 14:29

            If you're passing app as prop to Row component, define a computed property to return the modules with the different classes:

            Source https://stackoverflow.com/questions/62344766

            QUESTION

            2 JLabel painted at the same time
            Asked 2020-May-17 at 08:10

            I would like to have two JLabel (that create two circles) at the same time, and moveable with the keyboard. However, only the green one Vert appears and not the blue one Bleu.

            ...

            ANSWER

            Answered 2019-Mar-19 at 10:30
            1. Vert panel size is 1680x1050 (see Vert#getPreferredSize()), Bleu has no defined size, so minimal component size will be set.

            2. You override JPanel's paintComponent methods for Vert and Bleu, however method name in Bleu is paintComponent1. If you correct method name blue circle will be drawn, but due to minimal size you will see just small piece of it. Default JPanel layout is FlowLayout, so your Bleu panel will be located on the right side after Vert one.

            Source https://stackoverflow.com/questions/55237708

            QUESTION

            How to combine Scene2d and Bullet?
            Asked 2019-May-29 at 21:01

            I want to display some animation using bullet on top of a scene2d stage. No interaction with the bullet part is required, its supposed to be only an animation.

            If required I can also add the SimpleSimulator (so the file has still around 200 lines, even after removing the stuff I don't need for this example).

            The call to SimpleSimulator#create basically sets up the world, environment and the objects. (The whole bullet thing is based on https://github.com/xoppa/blog/blob/master/tutorials/src/com/xoppa/blog/libgdx/g3d/bullet/dynamics/step6/BulletTest.java)

            ...

            ANSWER

            Answered 2019-May-29 at 21:01

            Changing the order in the render method as suggested by Tenfour04 did the trick.
            I just update this here to mark this question as answered.

            Source https://stackoverflow.com/questions/56328874

            QUESTION

            prevent arrow from being "fatter" when longer when created with ModelBuilder.createArrow
            Asked 2019-Mar-08 at 07:01

            In my libgdx android app I'm creating arrows with the following code

            ...

            ANSWER

            Answered 2019-Mar-08 at 07:01

            One solution would be to calculate the distance between the two vectors representing the start and end of the arrow, then pass that value in to the capLength and stemThickness multiplied or divided by a constant (or two).

            Source https://stackoverflow.com/questions/55047175

            QUESTION

            MouseDragging still firing even after releasing
            Asked 2019-Feb-06 at 23:32

            Hello and thanks in advance,
            i am working with Graphics2D for a casino game (Roulette), so i am trying to add motion to the chips of the casino (The money), so for that i am using MouseDragged events and as a test i am working with only 1 ellipse.

            code below

            ...

            ANSWER

            Answered 2019-Feb-06 at 21:54

            Your problem is that you are adding two different instances of your moneyMouseListeners as MouseListener and as MouseMotionListener:

            Source https://stackoverflow.com/questions/54562366

            QUESTION

            The depth buffer is ignored depending the X/Y position using an orthographic projection
            Asked 2019-Jan-24 at 03:30

            Using libgdx, I want to discard occluded sprites using a depth buffer. To do so I use the provided Decal and DecalBatch with an OrthographicCamera and I set the z position manually.

            Depending my sprite position on the x and y axes, the depth buffer works or not as expected.

            red square z = 98 green square z = 10

            The square are 50% transparent so I can see if the depth test occurred as expected.

            Here the test code:

            ...

            ANSWER

            Answered 2019-Jan-24 at 03:30

            Decal and DecalBatch rely on GroupStrategy for depth sorting, NOT the camera. Additionally, these strategies sort depth EITHER by the distance from the camera OR by only the Z axis, which would required for a perspective camera i.e. a decal that is closer and should occlude as measured by Z, might be further as measured by distance from camera.

            i.e. (x,y,z) Camera 0,0,1.

            Decal A 1,1,0 (Z distance 1, vector distance 1.73)

            Decal B 0,0,-0.1 (Z distance 1.1, vector distance 1.1)

            The depth strategy you chose for the above decals could either consider A or B first.

            The most common recommended GroupStrategy is CameraGroupStrategy, but this does not sort by Z, but uses camera distance. If you intialise DecalBatch instead with SimpleOrthoGroupStrategy then depth will be sorted purely by Z, here is depth sort for it, you can look at the other group strategies and see its purely absolute distance.

            Source https://stackoverflow.com/questions/53728348

            QUESTION

            LibGDX - load file in AssetManager from local storage
            Asked 2018-Dec-28 at 23:17

            I have a model that is in local storage (/data/user/0/com.myapp/files/model.g3db). I want to load this model in my AssetManager to use it later. If use standard method like assetManager.load("model.obj", Model.class);, it gets a file from the assets folder that is a part of project. It doesn't suit me. So, I tried to use AssetDescriptor to specify the file:

            ...

            ANSWER

            Answered 2018-Dec-28 at 23:17

            It's not a perfect solution, but it works. AssetManager has a constructor that accepts FileHandleResolver as a parameter.

            Source https://stackoverflow.com/questions/53953576

            QUESTION

            Is it possible to wrap a Doxygen filter command in quotes?
            Asked 2018-May-08 at 05:27

            I am trying to write a Doxygen file filter that lives in a subdirectory that works from Doxyfile on both Windows and Linux.

            ...

            ANSWER

            Answered 2018-Jan-23 at 06:26

            When using double quotes within double quotes in a single string, it sees the first double quote as the start string and the next double quote as the end of the string. So in your example:

            Source https://stackoverflow.com/questions/48394181

            QUESTION

            LibGDX: add new animation to existed 3d model
            Asked 2017-Nov-13 at 09:58

            I use libgdx for rendering 3d models. First of all I load my model from assets:

            ...

            ANSWER

            Answered 2017-Nov-13 at 09:58

            I found a better solution than create new ModelInstance each time after adding animation.
            Look at my pull request to LibGDX https://github.com/libgdx/libgdx/pull/4972

            Method copyAnimation will be public.

            Then we can directly add it to the our ModelInstance after load new animation from assets.

            Source https://stackoverflow.com/questions/47092776

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

            Vulnerabilities

            No vulnerabilities reported

            Install G3D

            You can download it from GitHub.

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            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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