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Announcing .NET 9 - .NET Blog (devblogs.microsoft.com)
submitted 1 week ago* (last edited 1 week ago) by Kissaki@programming.dev to c/programming
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cross-posted from: https://lemm.ee/post/46067136

I'm designing a webapp that is supposed to be an AR environment on your phone, to be viewed with something like Google Cardboard, but I am having an issue that the segmentPointer object that is meant to appear when clicking on an object is not.

I've checked the geometry displays correctly in a sandbox, and when I change it to a 3d object rather than shapeGeometry it does display, but I cannot figure out why it is not displaying how I want it to.

The project is at https://voxelverse.jackgreenearth.org, and the code is quite long, but it is here to read in its totality below as it might need the whole context to discover the error. I've tried myself looking through the code, and I've tried searching the web and asking LLMs, but I couldn't figure it out, so please help me, fellow humans.

Tap for code

"use strict";

import \* as THREE from 'three';

import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';

\


const loader = new GLTFLoader();

const textureLoader = new THREE.TextureLoader();

const manager = THREE.DefaultLoadingManager;

\


// Basic functions

\


function ls(id) {

return(localStorage.getItem(id));

};

\


function setLs(id, val) {

localStorage.setItem(id, val);

};

\


function byId(id) {

return(document.getElementById(id));

};

\


function bySel(sel) {

return(document.querySelector(sel));

};

\


function byClass(id) {

return(document.getElementsByClassName(id));

};

\


function toTitleCase(str) {

return str.replace(

/\w\S\*/g,

function(txt) {

return txt.charAt(0).toUpperCase() + txt.substr(1).toLowerCase();

}

);

};

\


function randInt(max) {

return Math.floor(Math.random() \* (max));

};

\


function getRandomFloat(min, max, decimals) {

return(parseFloat((Math.random() \* (max - min) + min).toFixed(decimals)));

};

\


function confine(value, min, max) {

if(value < min) {

return(min);

} else if(value > max) {

return(max);

} else {

return(value);

};

};

\


function wrap(value, min, max) {

const range = max - min;

\


if(value < min) {

return(wrap(value + range, min, max));

} else if(value > max) {

return(wrap(value - range, min, max));

} else {

return(value);

};

};

\


function removeFromArray(array, forDeletion) {

return(array.filter(item => !forDeletion.includes(item)));

};

\


function radToDeg(radians) {

return radians \* (180 / PI);

}

\


function range(start, stop, step = 1) {

if (stop === undefined) {

stop = start;

start = 0

}

return Array.from({ length: (stop - start) / step }, (\_, i) => start + (i \* step));

}

\


function between(variable, min, max, inclusive='min') {

switch(inclusive) {

case 'none':

return((variable > min) && (variable < max));

break;

case 'both':

return((variable >= min) && (variable <= max));

break;

case 'min':

return((variable >= min) && (variable < max));

break;

case 'max':

return((variable > min) && (variable <= max));

break;

}

}

\


function download(data, filename, type) {

var file = new Blob(\[data], {type: type});

if (window\.navigator.msSaveOrOpenBlob) // IE10+

window\.navigator.msSaveOrOpenBlob(file, filename);

else { // Others

var a = document.createElement("a"),

url = URL.createObjectURL(file);

a.href = url;

a.download = filename;

document.body.appendChild(a);

a.click();

setTimeout(function() {

document.body.removeChild(a);

window\.URL.revokeObjectURL(url);

}, 0);

};

};

\


function log(text) {

console.log(text);

};

\


function distance2d(x1, y1, x2, y2) {

return(Math.sqrt(

(Math.abs(x1 - x2) \*\* 2) +

(Math.abs(y1 - y2) \*\* 2)

));

};

\


function distance3d(p1 = new THREE.Vector3(0, 0, 0), p2 = new THREE.Vector3(0, 0, 0)) {

return(Math.sqrt((distance2d(p1.x, p1.y, p2.x, p2.y) \*\* 2) + (Math.abs(p1.z - p2.z) \*\* 2)));

};

\


let totalElementsToLoad = 0;

let numberOfElementsLoaded = 0;

\


function onAllElementsLoaded() {

\


}

\


function load(path, type, functionOnLoad) {

totalElementsToLoad += 1;

\


if(type == 'html') {

fetch(path)

.then(response => response.text())

.then(html => {

let doc = new DOMParser().parseFromString(html, "text/html");

\


functionOnLoad(doc);

\


// If all elements to load have been loaded, execute the relevant function

numberOfElementsLoaded += 1;

if(numberOfElementsLoaded == totalElementsToLoad) {

onAllElementsLoaded();

}

})

.catch(error => {

console.error(error);

});

} else if(type == 'json') {

fetch(path)

.then(response => response.json()) // parse the response as JSON

.then(json => {

functionOnLoad(json);

\


// If all elements to load have been loaded, execute the relevant function

numberOfElementsLoaded += 1;

if(numberOfElementsLoaded == totalElementsToLoad) {

onAllElementsLoaded();

}

})

.catch(error => {

console.error(error);

});

}

}

\


// Setup

\


const PI = 3.1415926535897932384626433832795028841971;

\


// Objects

\


let orientation = {

'absolute': false,

'alpha': 0,

'beta': 0,

'gamma': 0

}

\


// vars

const fps = 60;

\


let keysDown = \[];

let pointerPosition = {'x': 0, 'y': 0, 'positions': \[{'clientX': 0, 'clientY': 0}], 'type': 'mouse'};

\


// Camera

let cameraRotation = new THREE.Euler(0, 0, 0, 'YXZ');

let cameraTargetRotation = {'x': 0, 'y': 0, 'z': 0};

const cameraRotationSensitivity = 0.002;

\


// Other variables

let logicInterval;

\


// Load default settings

let defaultSettings;

\


load("/assets/json/default-settings.json", 'json', function(defset) {

defaultSettings = defset;

\


// Create custom settings

if(!Object.keys(localStorage).includes('settings')) {

setLs('settings', JSON.stringify({}));

};

\


onSettingsLoad();

});

\


function settingURL(url, addValue=true) {

return('children/' + url.split('/').join('/children/') + (addValue ? '/value' : ''));

}

\


function customiseSetting(url, value) {

url = settingURL(url).split('/');

\


let newSettings;

\


function recursiveSet(object, list, index, setTo) {

// If the current component is the last one, assign the value

if(index == list.length - 1) {

object\[list\[index]] = setTo;

return(object);

} else {

// Check if it already contains the value

if(object.hasOwnProperty(list\[index])) {

object\[list\[index]] = recursiveSet(object\[list\[index]], list, index + 1, setTo);

} else {

object\[list\[index]] = recursiveSet({}, list, index + 1, setTo);

}

return(object);

}

};

\


newSettings = recursiveSet(JSON.parse(ls('settings')), url, 0, value);

\


setLs('settings', JSON.stringify(newSettings));

}

\


function getSetting(url, addValue) {

url = settingURL(url, addValue).split('/');

\


function recursiveGet(object, list, index) {

// If the current component is the last one, return the value

if (index == list.length - 1) {

return object\[list\[index]];

} else {

// Check if it contains the value

if (object.hasOwnProperty(list\[index])) {

return recursiveGet(object\[list\[index]], list, index + 1);

} else {

return null; // No such setting

}

}

}

\


// Try to find it in local settings first, otherwise get it from defaultSettings

const localGet = recursiveGet(JSON.parse(ls('settings')), url, 0);

if(localGet == null) {

return(recursiveGet(defaultSettings, url, 0));

} else {

return(localGet);

}

}

\


// First, lets define some functions

// Rendering functions

\


// Thanks, https\://discourse.threejs.org/t/roundedrectangle-squircle/28645!

function roundRectangleGeometry(w, h, r, s) { // width, height, radius corner, smoothness

// helper const's

const wi = w / 2 - r; // inner width

const hi = h / 2 - r; // inner height

const w2 = w / 2; // half width

const h2 = h / 2; // half height

const ul = r / w; // u left

const ur = ( w - r ) / w; // u right

const vl = r / h; // v low

const vh = ( h - r ) / h; // v high

let positions = \[

-wi, -h2, 0, wi, -h2, 0, wi, h2, 0,

-wi, -h2, 0, wi, h2, 0, -wi, h2, 0,

-w2, -hi, 0, -wi, -hi, 0, -wi, hi, 0,

-w2, -hi, 0, -wi, hi, 0, -w2, hi, 0,

wi, -hi, 0, w2, -hi, 0, w2, hi, 0,

wi, -hi, 0, w2, hi, 0, wi, hi, 0

];

let uvs = \[

ul, 0, ur, 0, ur, 1,

ul, 0, ur, 1, ul, 1,

0, vl, ul, vl, ul, vh,

0, vl, ul, vh, 0, vh,

ur, vl, 1, vl, 1, vh,

ur, vl, 1, vh, ur, vh

];

let phia = 0;

let phib, xc, yc, uc, vc, cosa, sina, cosb, sinb;

for (let i = 0; i < s \* 4; i ++) {

phib = Math.PI \* 2 \* ( i + 1 ) / ( 4 \* s );

cosa = Math.cos( phia );

sina = Math.sin( phia );

cosb = Math.cos( phib );

sinb = Math.sin( phib );

xc = i < s || i >= 3 \* s ? wi : - wi;

yc = i < 2 \* s ? hi : -hi;

positions.push( xc, yc, 0, xc + r \* cosa, yc + r \* sina, 0, xc + r \* cosb, yc + r \* sinb, 0 );

uc = i < s || i >= 3 \* s ? ur : ul;

vc = i < 2 \* s ? vh : vl;

uvs.push( uc, vc, uc + ul \* cosa, vc + vl \* sina, uc + ul \* cosb, vc + vl \* sinb );

phia = phib;

}

const geometry = new THREE.BufferGeometry( );

geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );

geometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), 2 ) );

return geometry;

}

\


// Render

function render() {

requestAnimationFrame(render);

leftRenderer.render(scene, leftCamera);

rightRenderer.render(scene, rightCamera);

\


framesSoFar++;

};

\


// Functions

function setCameraRotation() {

// Calculate drag

cameraRotation.x = Number((cameraRotation.x + ((cameraTargetRotation.x - cameraRotation.x) / getSetting('Input/Mouse/Camera Rotation Drag'))).toFixed(5));

cameraRotation.y = Number((cameraRotation.y + ((cameraTargetRotation.y - cameraRotation.y) / getSetting('Input/Mouse/Camera Rotation Drag'))).toFixed(5));

cameraRotation.z = Number((cameraRotation.z + ((cameraTargetRotation.z - cameraRotation.z) / getSetting('Input/Mouse/Camera Rotation Drag'))).toFixed(5));

// Update cameras

for(let camera of \[leftCamera, rightCamera]) {

camera.rotation.set(cameraRotation.x, cameraRotation.y, cameraRotation.z, 'YXZ');

}

\


const eyeGap = getSetting('Quick Settings/Eye Gap');

\


// Set camera positions

leftCamera.position.x = -1 \* eyeGap \* Math.sin(cameraRotation.y);

leftCamera.position.z = -1 \* eyeGap \* Math.cos(cameraRotation.y);

rightCamera.position.x = eyeGap \* Math.sin(cameraRotation.y);

rightCamera.position.z = eyeGap \* Math.cos(cameraRotation.y);

\


byId('camera-target-rot-x').innerHTML = cameraTargetRotation.x.toFixed(2);

byId('camera-target-rot-y').innerHTML = cameraTargetRotation.y.toFixed(2);

byId('camera-target-rot-z').innerHTML = cameraTargetRotation.z.toFixed(2);

byId('camera-rot-x').innerHTML = cameraRotation.x.toFixed(2);

byId('camera-rot-y').innerHTML = cameraRotation.y.toFixed(2);

byId('camera-rot-z').innerHTML = cameraRotation.z.toFixed(2);

\


byId('camera-left-rot-x').innerHTML = leftCamera.rotation.x.toFixed(2);

byId('camera-left-rot-y').innerHTML = leftCamera.rotation.y.toFixed(2);

byId('camera-left-rot-z').innerHTML = leftCamera.rotation.z.toFixed(2);

}

\


function takeScreenshot() {

downloadCanvasImage(document.getElementById('game-canvas'), gameName + ' screenshot');

sendAlert('Screenshot Taken!', 'tick');

};

\


function takePanorama() {

const canvas = document.getElementById('game-canvas');

const height = canvas.height;

const width = canvas.width \* (360 / (camera.fov \* camera.aspect));

let newCanvas = document.createElement('canvas');

newCanvas.height = height;

newCanvas.width = width;

newCanvas.style.display = 'none';

let context = newCanvas.getContext("2d");

document.body.appendChild(newCanvas);

for(let x = 0; x < width; x++) {

// Rotate

cameraRotation.y += ((2 \* PI) / width);

let calculatedRotation = rotationToAbsolute(playerPosition, cameraRotation);

camera.rotation.set(calculatedRotation.x, calculatedRotation.y, calculatedRotation.z, 'YXZ');

renderer.render(scene, camera);

const gl = renderer.getContext();

// Get canvas data

const pixelData = new Uint8ClampedArray(1 \* height \* 4);

const reversedPixelData = new Uint8ClampedArray(1 \* height \* 4);

gl.readPixels((canvas.width / 2), 0, 1, height, gl.RGBA, gl.UNSIGNED\_BYTE, pixelData);

for (let i = 0; i < height; i++) {

for (let j = 0; j < 4; j++) {

reversedPixelData\[i\*4 + j] = pixelData\[(height - i - 1)\*4 + j];

};

};

const imageData = new ImageData(reversedPixelData, 1, height);

context.putImageData(imageData, x, 0);

};

downloadCanvasImage(newCanvas, gameName + ' panorama');

newCanvas.remove();

sendAlert('Panoramic screenshot taken!', 'tick');

};

\


function setRotation(object, rotation) {

object.rotation.set(rotation.x, rotation.y, rotation.z);

};

\


function downloadCanvasImage(canvas, name) {

let canvasImage = canvas.toDataURL('image/png');

// this can be used to download any image from webpage to local disk

let xhr = new XMLHttpRequest();

xhr.responseType = 'blob';

xhr.onload = function () {

let a = document.createElement('a');

a.href = window\.URL.createObjectURL(xhr.response);

a.download = name;

a.style.display = 'none';

document.body.appendChild(a);

a.click();

a.remove();

};

xhr.open('GET', canvasImage); // This is to download the canvas image

xhr.send();

};

\


function xyToRealPosRot(x, y, distance) {

let realX, realY, realZ, rotX, rotY, rotZ;

\


// Position is an object {x: x, y: y} x determines which face it will be on horizontally, and y determines if it will be on the top or the bottom

// Beyond 400, x position wraps

x = wrap(x, 0, 400);

log('x before: ' + x)

const horizontalFace = (x / 100) % 4;

//rotY = (x / 400) \* (1) // horizontalFace);

\


// The top of the screen is y 100, the bottom is y -100, and the horizontals are between -50 and 50

realY = confine(y, -100, 100);

\


// Calculate real position

const unit = getSetting('Display/UI/Distance') / 50;

\


let forward = getSetting('Display/UI/Distance');

\


const bevel = getSetting('Display/UI/Bevel');

\


rotX = 0;

\


// If it is horizontal...

if(between(y, -50 + bevel, 50 - bevel)) {

realY = y;

rotX = 0;

} else if(y < -50 - bevel) {

// If it is on the lower face

realY = -50;

forward = (y + 100) \* unit;

rotX = -(PI / 2);

} else if(y >= 50 + bevel) {

// If it is on the upper face

realY = 50;

forward = (y - 100) \* unit;

//side = unit \* (((x - 50) % 100) + 50);

rotX = (PI / 2);

} else if(between(y, -50 - bevel, -50 + bevel)) {

// If it is on the lower bevel

realY = -50 - ((y + 50) / 2);

rotX = (PI / 4);

} else if(between(y, 50 - bevel, 50 + bevel)) {

// If it is on the upper bevel

realY = 50 + ((y - 50) / 2) ;

rotX = -(PI / 4);

}

\


realY = realY \* unit;

\


let flip = false;

\


/\*if(

(horizontalFace >= 0 && horizontalFace < 0.5) ||

(horizontalFace >= 1.5 && horizontalFace < 2.5) ||

(horizontalFace >= 3.5 && horizontalFace < 4)

) {

flip = true;

}\*/

\


let angle = (x / 400) \* (PI \* 2);

realX = Math.sin(angle) \* forward;

realZ = Math.cos(angle) \* forward;

rotY = angle;

log('rot y: ' + rotY)

\


log({

'x': realX,

'y': realY,

'forward': forward,

})

\


// Take distance into account

realX \*= distance;

realY \*= distance;

realZ \*= distance;

\


return({

'position': new THREE.Vector3(realX, realY, realZ),

'rotation': new THREE.Euler(rotX, rotY, rotZ, 'YXZ'),

'flip': flip

});

}

\


function addWidget({

name = '',

position = {'x': 0, 'y': 0},

rotation = {'x': 0, 'y': 0, 'z': 0},

distance = 1,

size = {'x': 10, 'y': 10},

radius = 3,

shape = 'rRect',

background = '#000000',

opacity,

textStyle = {

'align': 'center',

'weight': 0, // Range is 0 to 10

'font': 'DINRoundPro,arial,sans-serif',

'color': '#b0b0b0',

'vertical-align': 'center',

'font-size': 1 // Uses the same sizing system as the rest of the UI, so one unit of text is also one unit of object

},

textContent = '',

onclick = function() {},

onlongpress = function() {},

onhover = function() {},

onhoverexit = function() {},

ontruehover = function() {}

}) {

const realPosRot = xyToRealPosRot(position.x, position.y, distance);

log(realPosRot)

const realPos = realPosRot.position;

let realRot = realPosRot.rotation;

\


realRot.x += rotation.x;

realRot.y += rotation.y;

realRot.z = rotation.z;

\


// Calculate real size

const unit = getSetting('Display/UI/Distance') / 100;

\


let width = unit \* size.x;

let height = unit \* size.y;

radius \*= unit;

const scale = getSetting('Display/UI/Scale/General');

width \*= scale;

height \*= scale;

radius \*= scale;

\


// Set mesh geometry

let geometry;

switch(shape) {

case 'rRect':

geometry = roundRectangleGeometry(width, height, radius, 10);

break;

case 'rect':

geometry = new THREE.PlaneGeometry(width, height);

break;

case 'circle':

geometry = new THREE.CircleGeometry((width + height) / 2, 32);

break;

}

let material;

\


if(opacity == undefined) {

opacity = 1;

}

\


if(textContent == '') {

if(background\[0] == '/') {

loadTexture(background, function(texture) {

material = new THREE.MeshBasicMaterial({

map: texture,

side: THREE.DoubleSide,

opacity: opacity,

transparent: true

});

onTextureLoad(material);

})

} else {

material = new THREE.MeshBasicMaterial({

color: background,

side: THREE.DoubleSide,

opacity: opacity,

transparent: true

});

onTextureLoad(material);

}

} else {

function prepareText(canvas) {

// Proceed to prepare the canvas with the text

ctx.font = \`${textStyle\["font-size"]}em ${textStyle\["font"]}\`;

ctx.textAlign = textStyle\["align"];

ctx.fillStyle = textStyle\["color"];

ctx.fillText(textContent, 0, 0);

// Compose the text onto the background

const composedTexture = new THREE.CanvasTexture(canvas);

\


// Generate the material

material = new THREE.MeshBasicMaterial({

map: composedTexture,

side: THREE.DoubleSide,

transparent: true,

alphaTest: 0.5

});

\


onTextureLoad(material);

}

\


// Initialize tmpcanvas only when needed

const tmpcanvas = document.createElement('canvas');

tmpcanvas.width = width;

tmpcanvas.height = height;

const ctx = tmpcanvas.getContext('2d');

\
\


// Fill the background first

if (background\[0] == '/') {

loadTexture(background, function(texture) {

ctx.fillStyle = texture;

ctx.fillRect(0, 0, width, height);

\


prepareText(tmpcanvas);

})

} else {

ctx.fillStyle = background;

ctx.fillRect(0, 0, width, height);

\


prepareText(tmpcanvas);

}

}

function onTextureLoad(material) {

// Create a mesh with the geometry and the material

let mesh = new THREE.Mesh(geometry, material);

\


mesh.name = name;

\


mesh.position.set(realPos.x, realPos.y, realPos.z );

mesh.rotation.set(realRot.x, realRot.y, realRot.z);

\


if(realPosRot.flip) {

mesh.scale.x = -1;

}

\


mesh.onclick = onclick;

mesh.onlongpress = onlongpress;

mesh.onhoverexit = onhoverexit;

mesh.ontruehover = ontruehover;

mesh.onchover = onhover;

\


scene.add(mesh);

};

}

\


function transitionWidget(name, property, newProperty, time, condition) {

if(condition != null) {

}

}

\


// three.js Scene setup

const scene = new THREE.Scene();

\


// three functions

\


function loadTexture(path, onload) {

textureLoader.load(path, function (texture) {

onload(texture);

}, undefined, function (error) {

console.error(error);

});

};

\


// Define objects to make them global, they will mostly be only added to the scene when settings are loaded

let sun;

let wallpaper;

let cameraStream;

let pointer;

\


let pointerMaterial = new THREE.MeshBasicMaterial({

color: "hsl(0, 100%, 50%)",

side: THREE.DoubleSide

});

\


let segmentShape = new THREE.Shape();

let segmentGeometry = new THREE.ShapeGeometry(segmentShape);

let segmentPointer = new THREE.Mesh(segmentGeometry, pointerMaterial);

segmentPointer.name = 'segmentPointer';

\


function setSegmentPointer(angle = 0, radius = 0.1, rotation = new THREE.Euler(0, 0, 0), clockwise=true) {

let oldGeometry = segmentPointer.geometry;

\


let segmentShape = new THREE.Shape();

segmentShape.moveTo(0, 0);

segmentShape.arc(0, 0, radius, 0, angle, clockwise);

segmentShape.lineTo(0, 0);

\


let extrudeSettings = {

steps: 1,

depth: 0.1,

bevelEnabled: false

};

\


let segmentGeometry = new THREE.ExtrudeGeometry(segmentShape, extrudeSettings);

segmentPointer.geometry = segmentGeometry;

\


oldGeometry.dispose();

\


segmentPointer.rotation.set(rotation);

}

\


// Camera stuff

let cameraViewDistance;

\


// Setup cameras

let leftCamera;

let rightCamera;

let leftRenderer;

let rightRenderer;

\


function setRendererSize() {

for(let renderer of \[leftRenderer, rightRenderer]) {

let canvas = renderer.domElement;

renderer.setSize(

canvas.offsetWidth \* getSetting('Display/Anti-alias'),

canvas.offsetHeight \* getSetting('Display/Anti-alias'),

false

);

}

}

\


function updateCameraAspectRatio() {-0.2

for(let camera of \[leftCamera, rightCamera]) {

let canvas = leftRenderer.domElement;

camera.aspect = canvas.offsetWidth / canvas.offsetHeight;

camera.updateProjectionMatrix();

}

}

\


// temp

function startAssistant() {

log('assisstant')

}

\


// When settings are loaded, start settings stuff up

function onSettingsLoad() {

// Add sun

sun = new THREE.PointLight(0xffffff, getSetting('Quick Settings/Brightness'));

scene.add(sun);

\


// Pointers

pointer = new THREE.Mesh(new THREE.IcosahedronGeometry(getSetting('Display/UI/Pointer/Size'), 1), pointerMaterial);

pointer.name = 'pointer';

scene.add(pointer);

\


pointerMaterial = new THREE.MeshBasicMaterial(

{color: "hsl(" + (getSetting('Quick Settings/Theme Hue') + getSetting('Display/UI/Pointer/Hue Shift')) + ", 100%, 50%)"}

);

pointer.material = pointerMaterial;

segmentPointer.material = pointerMaterial;

\


// Add wallpaper

let wallpaperURL;

if(getSetting('Display/UI/Wallpaper/Use Direct Link') == true) {

wallpaperURL = getSetting('Display/UI/Wallpaper/Direct Link');

} else {

wallpaperURL = getSetting('Display/UI/Wallpaper/Wallpapers Folder') + '/' + getSetting('Display/UI/Wallpaper/Wallpaper');

}

\


loadTexture(wallpaperURL, function(texture) {

let material = new THREE.MeshStandardMaterial({

map: texture,

side: THREE.BackSide,

transparent: true,

opacity: getSetting('Display/UI/Wallpaper/Opacity')

});

\


wallpaper = new THREE.Mesh(

new THREE.IcosahedronGeometry(

getSetting('Display/UI/Distance') \* getSetting('Display/UI/Wallpaper/Distance') \* getSetting('Display/UI/Testing Size Multiplier'), 4),

material

);

wallpaper.scale.x = -1;

wallpaper.name = "wallpaper";

scene.add(wallpaper);

});

\


// Setup cameras

cameraViewDistance = getSetting('Display/UI/Distance') \* getSetting('Display/UI/Testing Size Multiplier') \* 2; // Keep this down to destroy lag

leftCamera = new THREE.PerspectiveCamera(80, 1, 0.001, cameraViewDistance);

rightCamera = new THREE.PerspectiveCamera(80, 1, 0.001, cameraViewDistance);

\


// Setup renderers

leftRenderer = new THREE.WebGLRenderer({canvas: byId('left-canvas'), antialias: true, logarithmicDepthBuffer: true, preserveDrawingBuffer: true, alpha: true});

rightRenderer = new THREE.WebGLRenderer({canvas: byId('right-canvas'), antialias: true, logarithmicDepthBuffer: true, preserveDrawingBuffer: true, alpha: true});

\


updateCameraAspectRatio();

setRendererSize();

\


window\.addEventListener('resize', function() {

updateCameraAspectRatio();

setRendererSize();

});

\


// Setup control center

const baseY = getSetting('Display/Control Center/Switch To Bottom') ? -100 : 100;

const backgroundFolder = getSetting('Display/Control Center/Icon Folder');

function createTileGrid(scale, x, y, farness, tiles, name) {

let counter = 0;

log(tiles)

addWidget({

position: {'x': x, 'y': baseY + y},

size: {'x': 3 \* scale, 'y': 3 \* scale},

background: "hsl(" + getSetting('Quick Settings/Theme Hue') + ", 50%, 80%)",

name: name + ' background',

radius: 0.5 \* scale,

onhover: openTileGroup(name)

});

for(let widgetY = 1; widgetY >= -1; widgetY--) {

for(let widgetX = -1; widgetX <=1; widgetX++) {

if(counter < tiles.length) {

if(tiles\[counter].folder) {

createTileGrid(scale / 3, (widgetX \* scale), (widgetY \* scale), farness \* 0.99, tiles\[counter].children);

} else {

log('scale' + scale)

addWidget({

position: {'x': x + (widgetX \* scale), 'y': baseY + y + (widgetY \* scale)},

size: {'x': scale, 'y': scale},

background: backgroundFolder + '/' + tiles\[counter].icon + '.svg',

name: tiles\[counter].name,

group: name,

radius: scale / 3,

distance: farness \* 0.99

});

log('added widget control center')

};

} else {

break;

};

counter++;

};

if(counter >= tiles.length) {

break;

};

};

};

\


createTileGrid(

getSetting('Display/UI/Scale/Control Center') \* 1.5,

0,

baseY,

1,

getSetting('Display/Control Center/Tiles'),

getSetting('Display/Control Center/Tiles', false)\['name']

);

// Quick function

let quickFunction = getSetting('Display/Control Center/Quick Function', false);

\


addWidget({

position: {'x': 0, 'y': getSetting('Display/Control Center/Switch To Bottom') ? 100 : -100},

background: '/assets/images/icons/control\_center/' + quickFunction.icon + '.svg',

name: quickFunction.name,

onclick: quickFunction.onclick

});

\


// testing

addWidget({

position: {'x': 0, 'y': -50},

background: '/assets/images/icons/control\_center/torch.svg',

name: "torch"

});

addWidget({

position: {'x': 200, 'y': 10},

background: '/assets/images/icons/control\_center/screencast.svg',

name: "screencast"

});

for(let i of range(16)) {

addWidget({

position: {'x': i \* 25, 'y': 0},

background: 'hsl(' + getSetting('Quick Settings/Theme Hue') + ', 100%, ' + ((i / 16) \* 100) + '%)',

name: "test" + i,

textContent: '',//i.toString()

'onclick': function() {

log('click' + i);

},

'onhover': function() {

log('hover' + i);

}

});

}

};

\


function updateSetting(url, value) {

customiseSetting(url, value);

\


switch(url) {

case 'Display/UI/Wallpaper/Opacity':

wallpaper.material.opacity = value;

break;

};

};

\


// Start

\


// Setup the camera stream

function setupCameraStream() {

function handleSuccess(stream) {

cameraStream = document.createElement('video');

cameraStream.style.transform = 'rotate(270deg)';

cameraStream.srcObject = stream;

cameraStream.play();

\


let texture = new THREE.VideoTexture(cameraStream);

texture.minFilter = THREE.LinearFilter;

texture.magFilter = THREE.LinearFilter;

scene.background = texture;

\


customiseSetting('Display/UI/Wallpaper/Opacity', 0); // Temporary until GUI settings are introduced

}

\


function handleError(error) {

// Set wallpaper opacity to 1

updateSetting('Display/UI/Wallpaper/Opacity', 1);

\


log('Unable to access the camera/webcam.');

}

\


navigator.mediaDevices.getUserMedia({video: {facingMode: "environment"}})

.then(handleSuccess)

.catch(function(error) {

if (error.name === 'OverconstrainedError') {

// Fallback to default video settings

navigator.mediaDevices.getUserMedia({video: true})

.then(handleSuccess)

.catch(handleError);

} else {

// Handle other errors

handleError(error);

}

});

};

\


// Fullscreen and pointer lock, request fullscreen mode for the element

function openFullscreen(elem, then) {

if (elem.requestFullscreen) {

elem.requestFullscreen().then(then);

} else if (elem.webkitRequestFullscreen) { /\* Safari \*/

elem.webkitRequestFullscreen().then(then);

} else if (elem.msRequestFullscreen) { /\* IE11 \*/

elem.msRequestFullscreen().then(then);

}

}

// Request pointer lock

function requestPointerLock(myTargetElement) {

const promise = myTargetElement.requestPointerLock({

unadjustedMovement: true,

});

\


if (!promise) {

log("disabling mouse acceleration is not supported");

return;

}

\


return promise

.then(() => log("pointer is locked"))

.catch((error) => {

if (error.name === "NotSupportedError") {

// Some platforms may not support unadjusted movement.

// You can request again a regular pointer lock.

return myTargetElement.requestPointerLock();

}

});

}

\


function lockPointer() {

requestPointerLock(byId('body'));

document.addEventListener("pointerlockchange", lockChangeAlert, false);

};

\


function lockChangeAlert() {

if (document.pointerLockElement === byId('body')) {

document.addEventListener("mousemove", updatePosition, false);

} else {

document.removeEventListener("mousemove", updatePosition, false);

}

}

\


function updatePosition(e) {

onLockedMouseMove(e.movementX, e.movementY);

};

\


function fullscreenAndPointerLock() {

openFullscreen(byId('body'), function() {

lockPointer();

});

}

\


function permission() {

// Check if the device supports deviceorientation and requestPermission

if (typeof(DeviceMotionEvent) !== "undefined" && typeof(DeviceMotionEvent.requestPermission) === "function") {

// Request permission

DeviceMotionEvent.requestPermission()

.then(response => {

// Check the response

if (response == "granted") {};

})

.catch(console.error); // Handle errors

} else {

// Device does not support deviceorientation

log("DeviceOrientationEvent is not defined");

}

}

\


async function keepScreenAwake() {

// Create a reference for the Wake Lock.

let wakeLock = null;

\


// create an async function to request a wake lock

try {

wakeLock = await navigator.wakeLock.request("screen");

log("Wake Lock is active!");

} catch (err) {

// The Wake Lock request has failed - usually system related, such as battery.

log(\`${err.name}, ${err.message}\`);

}

}

\


let framesSoFar = 0;

\


function startFPSCount() {

byId('logic-fps').innerHTML = fps.toString();

\


let renderFPSInterval = setInterval(function() {

byId('render-fps').innerHTML = framesSoFar.toString();

framesSoFar = 0;

}, 1000);

}

\


function start() {

byId('loading-screen').style.display = 'none';

setupCameraStream();

startLogic();

startFPSCount();

render();

permission();

fullscreenAndPointerLock();

keepScreenAwake();

\


byId('left-canvas').addEventListener('click', fullscreenAndPointerLock);

byId('right-canvas').addEventListener('click', fullscreenAndPointerLock);

};

\


// Loading

byId('loading-bar').style.display = 'block';

\


manager.onProgress = function (url, itemsLoaded, itemsTotal) {

//log('Loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.');

\


byId('loading-bar-fg').style.setProperty('--size', ((itemsLoaded / itemsTotal) \* 100) + '%');

};

\


manager.onError = function (url) {

log('There was an error loading ' + url);

};

\


manager.onLoad = function ( ) {

setTimeout(function() {

byId('loading-bar').style.display = 'none';

byId('play').style.display = 'block';

}, 500);

byId('play').addEventListener('click', start);

};

\


function openTileGroup(group) {

}

\


// Logic

let pointerRaycast = new THREE.Raycaster();

let previousIntersection = pointerRaycast.intersectObjects(scene.children);

let clicking = false;

\


function logic() {

// Set camera rotation

if(cameraTargetRotation.x != cameraRotation.x || cameraTargetRotation.y != cameraRotation.y) {

setCameraRotation();

};

\


// Update pointer

pointerRaycast.set(

new THREE.Vector3(0, 0, 0),

leftCamera.getWorldDirection(new THREE.Vector3())

);

\


// Check if the pointer is itersecting with any object

\


const intersections = pointerRaycast.intersectObjects(scene.children);

if (intersections.length > 0) {

for(let intersection of intersections) {

// If it's intersecting with itself, don't do anything

if(intersection.object.name == 'pointer' || intersection.object.name == 'segmentPointer') {

return;

} else {

// If it's intersecting with an object, copy that intersection's position, and start to click

const point = intersections\[0].point;

pointer.position.copy(point);

\


// Truehover

if(Object.keys(intersection.object).includes('ontruehover')) {

// Prevent hover being continuously trigggered

if(previousIntersection.uuid != intersections\[0].uuid) {

intersection.object.ontruehover();

}

}

log('truehover')

\


// Start click after grace period, if object is clickable

if(

Object.keys(intersection.object).includes('onclick') ||

Object.keys(intersection.object).includes('onhover') ||

Object.keys(intersection.object).includes('onhoverexit') ||

Object.keys(intersection.object).includes('onlongpress')

) {

let gracePeriod = setTimeout(function() {

// onhover

if(Object.keys(intersection.object).includes('onhover')) {

intersection.object.onhover();

}

log('hover')

\


// Start click

if(Object.keys(intersection.object).includes('onclick') && (!clicking)) {

clicking = true;

\


let fullness = 0;

\


// Manage pointers

scene.add(segmentPointer);

segmentPointer.position.copy(pointer);

scene.remove(pointer);

let startClick = setInterval(function() {

fullness += (PI \* 2) / (fps \* getSetting('Input/Eye Click/Duration/Pre-click duration'));

setSegmentPointer(

fullness,

getSetting('Display/UI/Pointer/Size') \* getSetting('Display/UI/Pointer/Clicking Size'),

intersection.object.rotation

);

\


byId('pointer-angle').innerHTML = fullness.toFixed(4);

\


// On forfeit

let forfeitDistance = distance3d(point, pointerRaycast.intersectObjects(scene.children)\[0].point);

if(forfeitDistance > getSetting('Input/Eye Click/Movement limit')) {

log('forfeit ' + forfeitDistance)

clearInterval(startClick);

afterClick();

}

\


if(fullness >= PI \* 2) {

log('click')

intersection.object.onclick();

clearInterval(startClick);

\


if(Object.keys(intersection.object).includes('onlongpress')) {

// Start longpress

fullness = 0;

let startLongPress = setInterval(function() {

fullness += (PI \* 2) / (fps \* getSetting('Input/Eye Click/Duration/Long-press duration'));

setSegmentPointer(

fullness,

getSetting('Display/UI/Pointer/Size') \* getSetting('Display/UI/Pointer/Clicking Size'),

intersection.object.rotation,

false

);

byId('pointer-angle').innerHTML = fullness.toFixed(4);

\


let forfeitDistance = distance3d(point, pointerRaycast.intersectObjects(scene.children)\[0].point);

if(forfeitDistance > getSetting('Input/Eye Click/Movement limit')) {

log('forfeitlongpress')

clearInterval(startLongPress);

afterClick();

};

\


// On click

if(fullness >= PI \* 2) {

intersection.object.onlongpress();

log('longpress')

clearInterval(startLongPress);

afterClick();

}

}, 1000 / fps);

} else {

afterClick();

}

}

}, 1000 / fps);

};

}, getSetting('Input/Eye Click/Delayed hover duration') \* 1000)

return;

} else {

afterClick();

}

\


function afterClick() {

// Update previous intersection

previousIntersection = intersections;

previousIntersection.intersection = intersection;

\


// Onhoverexit

if(intersection.object.uuid != previousIntersection.intersection.object.uuid) {

previousIntersection.object.onhoverexit();

}

\


clicking = false;

log('afterclick')

\


// Change back pointers

scene.remove(segmentPointer);

scene.add(pointer);

\


return;

}

}

}

};

};

\


function startLogic() {

logicInterval = setInterval(logic, 1000 / fps);

};

\


function stopLogic() {

clearInterval(logicInterval);

cameraStream.pause();

};

\


// Input

function onLockedMouseMove(xMotion, yMotion) {

cameraTargetRotation.x = confine(cameraTargetRotation.x - (yMotion \* cameraRotationSensitivity), -0.5 \* PI, 0.6 \* PI);

if(wrap(cameraTargetRotation.y - (xMotion \* cameraRotationSensitivity), -PI, PI) != (cameraTargetRotation.y - (xMotion \* cameraRotationSensitivity))) {

cameraRotation.y = wrap(cameraTargetRotation.y - (xMotion \* cameraRotationSensitivity), -PI, PI);

};

cameraTargetRotation.y = wrap(cameraTargetRotation.y - (xMotion \* cameraRotationSensitivity), -PI, PI);

setCameraRotation();

};

\


// Setup buttons

byId('toggle-debug').addEventListener('click', function(event) {

if(byId('debug-menu').style.display == 'block') {

byId('debug-menu').style.display = 'none';

} else {

byId('debug-menu').style.display = 'block';

}

});

\


// Keypress manager

const keysToPreventDefault = \['alt', '/', 'f1', 'f2', 'f3'];

\


function putKeyDown(key) {

if(!keysDown.includes(key.toLowerCase())) {

keysDown.push(key.toLowerCase());

};

};

\


function putKeyUp(key) {

keysDown = removeFromArray(keysDown, \[key.toLowerCase()]);

};

\


document.addEventListener('keydown', function(e) {

if(keysToPreventDefault.includes(e.key.toLowerCase())) {

e.preventDefault();

};

putKeyDown(e.key);

});

\


document.addEventListener('keyup', function(e) {

putKeyUp(e.key);

});

\


// Pointer position

document.addEventListener('mousemove', function(e) {

pointerPosition = {'x': e.clientX, 'y': e.clientY, 'positions': \[{'clientX': e.clientX, 'clientY': e.clientY}], 'type': 'mouse'};

});

\


document.addEventListener('touchmove', function(e) {

pointerPosition = {'x': e.touches\[0].clientX, 'y': e.touches\[0].clientY, 'positions': e.touches, 'type': 'touch'};

});

\


// Gyrometer

window\.addEventListener("deviceorientation", function(event) {

orientation = {

'absolute': event.absolute,

'alpha': event.alpha,

'beta': event.beta,

'gamma': event.gamma

};

\


byId('gyro-absolute').innerHTML = orientation.absolute;

byId('gyro-alpha').innerHTML = orientation.alpha.toFixed(2);

byId('gyro-beta').innerHTML = orientation.beta.toFixed(2);

byId('gyro-gamma').innerHTML = orientation.gamma.toFixed(2);

const theOrientation = (window\.offsetWidth > window\.offsetHeight) ? 'landscape' : 'portrait';

\


// If orientation is logged correctly

if(!Object.values(orientation).includes(null)) {

// Subtract 90deg if in portrait mode

if(theOrientation == 'portrait') {

orientation.alpha = wrap(orientation.alpha + 90, 0, 360);

}

\


// Offset y

const offsetY = 89.5; // I have no idea why this works

\


if(Math.abs(orientation.beta) < 100) {

cameraTargetRotation.x = (-orientation.gamma \* (PI / 180) % 180) - offsetY;

} else {

cameraTargetRotation.x = (orientation.gamma \* (PI / 180) % 180) + offsetY;

}

cameraTargetRotation.y = orientation.alpha \* (PI / 180);

cameraTargetRotation.z = (-orientation.beta \* (PI / 180)) + offsetY;

\


cameraRotation.x = cameraTargetRotation.x;

cameraRotation.y = cameraTargetRotation.y;

cameraRotation.z = cameraTargetRotation.z;

\


if(theOrientation == 'landscape') {

}

\


setCameraRotation();

};

}, true);

4
 
 

cross-posted from: https://lemm.ee/post/46066494

I followed the recommended processes for adding images to my app, and it is being displayed correctly on the layout preview, but not at all on the app. I have vector assets, webp, png images, but none are being displayed.

The project is too big to put here in its entirety, but please ask for any snippets that could help you solve the issue. I've tried searching the web and asking LLMs and neither could help, so please help me, fellow humans.

5
6
 
 

Rider is the best C# IDE IMO, works on linux, mac, and of course Windows. Very happy it's now free!

7
 
 

cross-posted from: https://lemmy.ml/post/21158241

We are thrilled to announce the release of Qt 6.8, packed with support for new desktop, mobile, and embedded platforms, hundreds of improvements, and exciting new features to boost your development experience and meet the needs of demanding applications.

For this release we have focused on improving and stabilizing existing functionality. With over 500 bug fixes and performance improvements since Qt 6.7, your existing code will run better without changing a single line. On macOS, Qt Quick applications now integrate with the native menu bar, and for a native Windows 11 look they can use the new Fluent style. Resizing Quick windows is snappier on macOS with Qt 6.8, and on Windows the application start-up time has been improved by changing the default font database to DirectWrite.

Several modules that were under technology preview have been completed: Qt Graphs, Qt HttpServer, and Qt GRPC are promoted to be fully supported from this release on. Thanks to the feedback from our users we were able to finish those modules with substantial improvements since their initial introduction as technology previews.

8
1
@programming (mastodon.social)
submitted 2 months ago by xoron@mastodon.social to c/programming
9
 
 

cross-posted from: https://lemmy.pierre-couy.fr/post/678825

Hi ! I've been working on this article for the past few days. It would mean a lot to me if you could provide some feedback.

It is about implementing a physico-chemical simulation as my first attempt to write a shader. The code is surprisingly simple and short (less than 100 lines). The "Prerequisite" and "Update rules" sections, however, may need some adjustments to make them clearer.

Thanks for reading

10
11
12
 
 

I wanted to share this because it's just a fun departure away from all the doomscrolling. Enjoy!

13
14
10
submitted 5 months ago* (last edited 5 months ago) by Lysergid@lemmy.ml to c/programming
 
 

Hello my fellow, lemons? I have this problem in my current project I’m out of clue how to approach it. Maybe someone had similar experience and can give an advice.

Our requirements captured in JIRA. Throughout years we accumulated thousands of user stories. Say suppose following naive requirements team knows about:

  • Day 1: create home page
  • Day 20: create profile page
  • Day 50: add green footer to all pages
  • Day 100: create admin page Day 150: change footer color to blue

Now I’m doing refactoring (yes, I know, this is the actual problem) on day 400 and noticed that footer on profile page having green footer. Because requirements are just set of individual statements not consolidated with all history of system no one on the team knows why is that, is it bug or requirement did change on day 300 but we cant find it now.

When I worked in Waterfall we had BRD and FRD stating current actual desired state of system which was “reduced” from individual requirements which were coming in throughout project life. When in doubt devs can check FRD and not only know how system expected to behave but also which are other parts of the system that will be affected. How is it in Agile? To my understanding FRD is not a thing in Agile. Do I need to scan through hundreds of tickets and hope I didn’t miss anything every time i’m doing any non-trivial change to system?

15
16
17
6
collaboration (lemmy.blahaj.zone)
submitted 5 months ago by smolgumball@lemmy.blahaj.zone to c/programming
 
 

dedicated to broken product management pipelines everywhere

18
19
174
AI layoffs (sopuli.xyz)
submitted 5 months ago by vga@sopuli.xyz to c/programming
 
 
20
46
submitted 6 months ago* (last edited 6 months ago) by Templa to c/programming
 
 

Considering how SO is killing itself rather quickly, it would be interesting to have a platform with similar structure but taking users interests instead of profit of executives. I am not saying their system is perfect, I have made a post in the past on their meta community regarding how hard it is for new contributors to start. I remember hearing about an alternative but after searching for it, I couldn't find anything.

Does anyone know such platform?

Edit: After I posted I came across Codidact. I will try using it! Feel free to post other alternatives though!

21
 
 

Does anyone know, or can anyone guess, the business case for predictive text? On phone apps, it is often incredibly difficult to turn off. Why is that, do you think? (The examples I have recent experience with are Facebook and Outlook mobile apps.)

I would have thought that, for AI training purposes, they would want humans typing things and not just regurgitating canned responses. But apparently not?

22
 
 

cross-posted from: https://lemmy.pe1uca.dev/post/1137911

I need to help auditing a project from another team.
I got the pointers on what's expected to be checked, but I don't have like templates for documents for what's expected from an audit report which also means I'm not sure what's the usual process to conduct an internal audit.
I mean I might as well read the whole repo, but maybe that's too much?

Any help or pointers on what I need to investigate to get started would be great!

23
24
24
submitted 6 months ago* (last edited 6 months ago) by Vitaly@feddit.uk to c/programming
 
 

Hello everyone, I have an idea to make a map with fog of war, when you walk you explore new areas and points of interest but you can't see unexplored areas. I'm not sure if it's a good idea, what is your opinion?

25
 
 

One thing that pretty consistently drops me out of the flow state is having to dig through documentation for whatever I'm trying to use, or even worse having to dig through its source code because the documentation is either nonexistent or eg. plain wrong

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