[WIP] Ray casting - #43

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[WIP] Ray casting#43
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@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
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Has there been any progress on this PR?

@kvark

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@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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[WIP] Ray casting - #43

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kvark wants to merge 37 commits into
masterfrom
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Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
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@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Has there been any progress on this PR?

@kvark

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@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[WIP] Ray casting - #43

Open
kvark wants to merge 37 commits into
masterfrom
ray
Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
masterfrom
ray

Conversation

@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Has there been any progress on this PR?

@kvark

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@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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Copy Markdown
CollaboratorAuthor

@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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Mouse picking

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@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[WIP] Ray casting - #43

Open
kvark wants to merge 37 commits into
masterfrom
ray
Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
masterfrom
ray

Conversation

@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Member

Has there been any progress on this PR?

@kvark

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CollaboratorAuthor

@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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Copy Markdown
CollaboratorAuthor

@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

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Successfully merging this pull request may close these issues.

Mouse picking

5 participants

@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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[WIP] Ray casting - #43

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kvark wants to merge 37 commits into
masterfrom
ray
Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
masterfrom
ray

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@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Member

Has there been any progress on this PR?

@kvark

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CollaboratorAuthor

@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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Copy Markdown
CollaboratorAuthor

@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

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Successfully merging this pull request may close these issues.

Mouse picking

5 participants

@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[WIP] Ray casting - #43

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kvark wants to merge 37 commits into
masterfrom
ray
Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
masterfrom
ray

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@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
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Has there been any progress on this PR?

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@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[WIP] Ray casting - #43

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@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Has there been any progress on this PR?

@kvark

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@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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@kvark@alteous@Rhuagh@vitvakatu@sunjay
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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[WIP] Ray casting - #43

Open
kvark wants to merge 37 commits into
masterfrom
ray
Open

[WIP] Ray casting#43
kvark wants to merge 37 commits into
masterfrom
ray

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@kvark

@kvarkkvark commented Jun 25, 2017

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Fixes#23, eventually


This change is Reviewable

kvarkand others added 30 commits June 5, 2017 15:28
* Add basic documentation
* Provide top-level documentation for every struct
* Document every public entity
* Replace crate-level documentation
* Remove in-doc example
32: Update graph in sync r=kvark
I think it was mistake not to call `update_graph` in `sync()`.
Without this, `NodeInfo` doesn't contain *actual* info and `sync()` panics on `scene_id` assertion.
33: New input API r=kvark
Closes#8
r? @vitvakatu
34: Native projection types r=kvark
Finishes the last bits of #4
Also simplifies the projection setups.
Basically, we only provide the vertical FOV/extent, and the horizontal is derived from the current aspect ratio in order to produce square pixels.
39: Exposing Pointer<Node> publically as NodePointer r=kvark
sunjayand others added 3 commits June 24, 2017 00:46
…hree-rs types.
Really wanted to replace macros in `src/scene.rs` with some macros that
could be used outside of the crate, but unfortunately that didn't workout
because while internal three objects have access to the `node` field,
structs external to the crate do not. This causes problems in `as_ref` and
if that one was going to deviate, we might as well make a single macro for
the special purpose of classes that wrap three-rs objects.
40: Added macro for implementing conversion traits on structs that wrap three-rs types. r=kvark
This macro makes it really easy for structs that simply wrap a three-rs type to implement the right traits so that those custom types can interop with three-rs methods really easily.
The macro is nice and flexible and the field name is optional. I chose the syntax `MyStruct#field` because it seemed more natural to me than `MyStruct.field` or `MyStruct::field` (since `x::y` is usually for modules or methods, not fields).
[See the effect of this change here](https://github.com/sunjay/panda/commit/d508806d9f5f47fe4267b98f5823142108decaac)
Really wanted to replace macros in `src/scene.rs` with some macros that could be used outside of the crate, but unfortunately that didn't workout because while internal three objects have access to the `node` field, structs external to the crate do not. This causes problems in `as_ref` and if that one was going to deviate, we might as well make a single macro for the special purpose of classes that wrap three-rs objects.
@kvarkkvark changed the title [WIO] Ray casting[WIP] Ray castingJun 25, 2017
@alteous

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Has there been any progress on this PR?

@kvark

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CollaboratorAuthor

@alteous there is a lot to do here, not much progress since what is published here (distracted by other shiny things).

@Rhuagh

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There is now a BVH in collision-rs that has support for raycasting. It's not super fast yet, but I have some ideas for that.

@kvark

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CollaboratorAuthor

@Rhuagh I pushed all of the local code here now. It's hacky and not production ready.
Please feel free to take over, if find this useful.

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Mouse picking

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@kvark@alteous@Rhuagh@vitvakatu@sunjay