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paradise _hope
เข้าร่วมเมื่อ 2 มี.ค. 2015
Dynamic Raycasting in React Three.js Associating Raycaster with Dynamic Objects in React Three Fiber
Dynamic Raycasting in React Three.js Associating Raycaster with Dynamic Objects in React Three Fiber
มุมมอง: 6
วีดีโอ
RayCaster with Hepler Line in React js with R3F THREE #threejs #r3f #raycaster #paradisehope #React
มุมมอง 72 ชั่วโมงที่ผ่านมา
RayCaster with Hepler Line in React js with R3F THREE #threejs #r3f #raycaster #paradisehope #React
React.js Three.js React_Three_fibre RayCaster How use RayCaster in R3f React js #threejs
มุมมอง 184 ชั่วโมงที่ผ่านมา
React.js Three.js React_Three_fibre RayCaster How use RayCaster in R3f React js #threejs
React js Resend Otp Timer Simple Code
มุมมอง 94 ชั่วโมงที่ผ่านมา
React js Resend Otp Timer Simple Code
How to Add Collider on Glb Modal in R3f Threejs #paradisehope #threejs #r3f #Repierjs #physics #3d
มุมมอง 1114 วันที่ผ่านมา
How to Add Collider on Glb Modal in R3f Threejs #paradisehope #threejs #r3f #Repierjs #physics #3d
rays caster in three js #r3f #threejs #paradisehope
มุมมอง 614 วันที่ผ่านมา
rays caster in three js #r3f #threejs #paradisehope
How to Object Collision Detection in Three.js with React Three Fiber (R3F)
มุมมอง 6414 วันที่ผ่านมา
How to Object Collision Detection in Three.js with React Three Fiber (R3F)
how to run unity web build in Local System #unity #unityWebbuild #Error #paradisehope
มุมมอง 614 วันที่ผ่านมา
import http.server import socketserver import socket class GzipRequestHandler(http.server.SimpleHTTPRequestHandler): def end_headers(self): if self.path.endswith('.gz'): self.send_header("Content-Encoding", "gzip") super().end_headers() # Automatically find an available port def find_free_port(): with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s: s.bind(("", 0)) # Bind to any free por...
Error Invalid src prop on next/image hostname is not configured under images your next.config.js
มุมมอง 2021 วันที่ผ่านมา
/ @type {import('next').NextConfig} */ const nextConfig = { images: { domains: ['www.daalchini.co.in'], // Allow images from this domain }, async rewrites() { return [ { source: '/vending-machine-franchise.html', // URL with .html destination: '/vending-machine-franchise', // Actual route }, ]; }, }; export default nextConfig; // Use export default for .mjs files
Error: ENOSPC: System limit for number of file watchers reached, watch node: internal/fs/watchers:
มุมมอง 742 หลายเดือนก่อน
Error: ENOSPC: System limit for number of file watchers reached, watch node: internal/fs/watchers:
how to generate glb components using gtfjsx
มุมมอง 173 หลายเดือนก่อน
how to generate glb components using gtfjsx
React JS developer at daalchini vending machine technology noida #officelife #officevlog
มุมมอง 1164 หลายเดือนก่อน
React JS developer at daalchini vending machine technology noida #officelife #officevlog
How to make simple scene in babylon js #babylonjs #3dweb #threejs #web #gameengine
มุมมอง 244 หลายเดือนก่อน
How to make simple scene in babylon js #babylonjs #3dweb #threejs #web #gameengine
Daalchini technology noida #noida #officelife #work #reactjs #webdevelopment
มุมมอง 495 หลายเดือนก่อน
Daalchini technology noida #noida #officelife #work #reactjs #webdevelopment
how to fixed strange behaviour of camera in React3Fiber#camera#r3f#paradisehope#Threejs#lerp#issue
มุมมอง 195 หลายเดือนก่อน
how to fixed strange behaviour of camera in React3Fiber#camera#r3f#paradisehope#Threejs#lerp#issue
blender animation created by siraj khan
มุมมอง 375 หลายเดือนก่อน
blender animation created by siraj khan
Uncaught TypeError: Cannot read properties of undefined (reading 'play') #r3f#threejs#REACTJS#HOPE
มุมมอง 285 หลายเดือนก่อน
Uncaught TypeError: Cannot read properties of undefined (reading 'play') #r3f#threejs#REACTJS#HOPE
Box Collider in Rapierjs not Syncing with Box Mesh Object. #issues#rapier#r3f#threejs#paradisehope
มุมมอง 255 หลายเดือนก่อน
Box Collider in Rapierjs not Syncing with Box Mesh Object. #issues#rapier#r3f#threejs#paradisehope
How Add Collider on Complex Glb / Gltf Modal using Rapier.js #collider#Glb#threejs#rapierjs#R3F
มุมมอง 455 หลายเดือนก่อน
How Add Collider on Complex Glb / Gltf Modal using Rapier.js #collider#Glb#threejs#rapierjs#R3F
THREE JS 3D TEXT #reactjs #threejs #react3fiber #paradise #parsidehope
มุมมอง 455 หลายเดือนก่อน
THREE JS 3D TEXT #reactjs #threejs #react3fiber #paradise #parsidehope
Click able Three js Object R3F with React js
มุมมอง 156 หลายเดือนก่อน
Click able Three js Object R3F with React js
GLb animation Issue With useAnimation Hooks in R3F #React3Fiber #threejs #paradisehope #3DThreejs
มุมมอง 186 หลายเดือนก่อน
GLb animation Issue With useAnimation Hooks in R3F #React3Fiber #threejs #paradisehope #3DThreejs
GLB ANIMTION NOT PLAYING || HOW TO PLAY ALL ANIMATION BY NAME |#useAnimations#AnimationMixer#threejs
มุมมอง 166 หลายเดือนก่อน
GLB ANIMTION NOT PLAYING || HOW TO PLAY ALL ANIMATION BY NAME |#useAnimations#AnimationMixer#threejs
Three.js Character Control with Animation #paradisehope#threejs#ReactJS
มุมมอง 226 หลายเดือนก่อน
Three.js Character Control with Animation #paradisehope#threejs#ReactJS
R3F: Hooks can only be used within the Canvas component! #THREEJS #PARADISEHOPE Complete Solution
มุมมอง 956 หลายเดือนก่อน
R3F: Hooks can only be used within the Canvas component! #THREEJS #PARADISEHOPE Complete Solution
How to Control Character Position use KeyBoard key in React js #R3f
มุมมอง 466 หลายเดือนก่อน
How to Control Character Position use KeyBoard key in React js #R3f
How to use useRef() hook to Control 3d glb Model in R3f React js .
มุมมอง 36 หลายเดือนก่อน
How to use useRef() hook to Control 3d glb Model in R3f React js .
HOW TO USE useRef To control 3d glb modal
มุมมอง 46 หลายเดือนก่อน
HOW TO USE useRef To control 3d glb modal
How to use Loader to Load 3D Modal in R3f React js with Threejs #useProgress and show Progress value
มุมมอง 366 หลายเดือนก่อน
How to use Loader to Load 3D Modal in R3f React js with Threejs #useProgress and show Progress value
import React, { useRef, useState, useEffect } from "react"; import { Canvas, useFrame } from "@react-three/fiber"; import { OrbitControls, Line } from "@react-three/drei"; import * as THREE from "three"; const Sphere = ({ position, raycaster }) => { const meshRef = useRef(); useFrame(() => { if (meshRef.current) { // Reset color to red meshRef.current.material.color.set("red"); // Check intersections const intersects = raycaster.current.intersectObject(meshRef.current); if (intersects.length > 0) { meshRef.current.material.color.set("blue"); } } }); return ( <mesh ref={meshRef} position={position}> <sphereGeometry args={[0.5, 16, 16]} /> <meshBasicMaterial color="red" /> </mesh> ); }; const RaycasterLine = ({ origin, direction, length }) => { const linePoints = [ origin, // Start at origin origin.clone().add(direction.clone().multiplyScalar(length)), // End at ray length ]; return <Line points={linePoints} color="green" lineWidth={1} />; }; const MovingBox = ({ raycaster, objects }) => { const boxRef = useRef(); const [position, setPosition] = useState([0, 0.5, 0]); const speed = 0.1; // Direction of the raycaster const direction = useRef(new THREE.Vector3(0, -1, 0)); // Handle keyboard input useEffect(() => { const handleKeyDown = (event) => { setPosition((prev) => { switch (event.key) { case "w": // Move forward return [prev[0], prev[1], prev[2] - speed]; case "s": // Move backward return [prev[0], prev[1], prev[2] + speed]; case "a": // Move left return [prev[0] - speed, prev[1], prev[2]]; case "d": // Move right return [prev[0] + speed, prev[1], prev[2]]; default: return prev; } }); }; window.addEventListener("keydown", handleKeyDown); return () => window.removeEventListener("keydown", handleKeyDown); }, []); useFrame(() => { if (boxRef.current) { // Update box position boxRef.current.position.set(...position); // Update raycaster origin to match the box's position raycaster.current.set( new THREE.Vector3(...position), // Raycaster origin direction.current // Raycaster direction ); // Check for intersections const intersects = raycaster.current.intersectObjects(objects); console.log("intersects",intersects) if (intersects.length > 0) { console.log("Collision detected with:", intersects[0].object); intersects[0].object.material.color.set("yellow"); } } }); return ( <> <mesh ref={boxRef}> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color="orange" /> </mesh> {/* Visualize Raycaster Line */} <RaycasterLine origin={new THREE.Vector3(...position)} direction={direction.current} length={10} /> </> ); }; const Scene = () => { const raycaster = useRef(new THREE.Raycaster()); const objects = useRef([]); return ( <> <ambientLight intensity={0.5} /> <Sphere position={[-2, 0, 0]} raycaster={raycaster} ref={(ref) => objects.current.push(ref)} /> <Sphere position={[0, 0, 0]} raycaster={raycaster} ref={(ref) => objects.current.push(ref)} /> <Sphere position={[2, 0, 0]} raycaster={raycaster} ref={(ref) => objects.current.push(ref)} /> {/* Grid Helper */} <gridHelper args={[10, 10]} /> {/* Dynamic Moving Box */} <MovingBox raycaster={raycaster} objects={objects.current} /> <OrbitControls enableDamping /> </> ); }; const App = () => { return ( <Canvas camera={{ position: [0, 5, 5] }} style={{ height: "100vh" }}> <Scene /> </Canvas> ); }; export default App;
import React, { useRef, useState, useEffect } from "react"; import { Canvas, useFrame } from "@react-three/fiber"; import { OrbitControls, Line } from "@react-three/drei"; import * as THREE from "three"; const Sphere = ({ position, raycaster }) => { const meshRef = useRef(); useFrame(({ clock }) => { const elapsedTime = clock.getElapsedTime(); if (meshRef.current) { meshRef.current.position.y = Math.sin(elapsedTime * position[0] * 0.3) * 1.5; // Reset color to red meshRef.current.material.color.set("red"); } // Check intersections const intersects = raycaster.current.intersectObject(meshRef.current); if (intersects.length > 0) { meshRef.current.material.color.set("blue"); } }); return ( <mesh ref={meshRef} position={position}> <sphereGeometry args={[0.5, 16, 16]} /> <meshBasicMaterial color="red" /> </mesh> ); }; const RaycasterLine = ({ origin, direction, near, far }) => { const linePoints = [ origin.clone().add(direction.clone().multiplyScalar(near)), // Start at near distance origin.clone().add(direction.clone().multiplyScalar(far)), // End at far distance ]; return <Line points={linePoints} color="red" lineWidth={2} />; }; const MovingBox = ({ raycaster }) => { const boxRef = useRef(); // Declare boxRef to refer to the mesh const [position, setPosition] = useState([0, 0.5, 0]); const speed = 0.1; // Handle keyboard input useEffect(() => { const handleKeyDown = (event) => { setPosition((prev) => { switch (event.key) { case "w": // Move forward return [prev[0], prev[1], prev[2] - speed]; case "s": // Move backward return [prev[0], prev[1], prev[2] + speed]; case "a": // Move left return [prev[0] - speed, prev[1], prev[2]]; case "d": // Move right return [prev[0] + speed, prev[1], prev[2]]; default: return prev; } }); }; window.addEventListener("keydown", handleKeyDown); return () => window.removeEventListener("keydown", handleKeyDown); }, []); useFrame(() => { if (boxRef.current && raycaster.current) { // Reset color to orange boxRef.current.material.color.set("yellow"); // Check intersections const intersects = raycaster.current.intersectObject(boxRef.current); if (intersects.length > 0) { // Change color if intersected boxRef.current.material.color.set("blue"); } } }); return ( <mesh ref={boxRef} position={position}> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color="yellow" /> </mesh> ); }; const Scene = () => { const raycaster = useRef(new THREE.Raycaster()); const origin = new THREE.Vector3(-3, 0.5, 0); const direction = new THREE.Vector3(10, 0, 0).normalize(); const near = 10; // Correct near distance const far = 20; // Correct far distance raycaster.current.near = near; raycaster.current.far = far; useFrame(() => { raycaster.current.set(origin, direction); }); return ( <> <ambientLight intensity={0.5} /> <Sphere position={[-2, 0, 0]} raycaster={raycaster} /> <Sphere position={[0, 0, 0]} raycaster={raycaster} /> <Sphere position={[2, 0, 0]} raycaster={raycaster} /> {/* Raycaster Line with near and far applied */} <RaycasterLine origin={origin} direction={direction} near={near} far={far} /> {/* Grid Helper */} <gridHelper args={[10, 10]} /> {/* Dynamic Moving Box */} <MovingBox raycaster={raycaster} /> <OrbitControls enableDamping /> </> ); }; const App = () => { return ( <Canvas camera={{ position: [0, 5, 5] }} style={{ height: "100vh" }}> <Scene /> </Canvas> ); }; export default App;
import { useRef, useState, useEffect } from "react"; import { Canvas, useFrame } from '@react-three/fiber' import { OrbitControls } from "@react-three/drei"; import { useThree } from '@react-three/fiber' import React, { Suspense, useMemo } from 'react' import useRefs from 'react-use-refs' import * as THREE from 'three' import { AxesHelper } from 'three'; // Import AxesHelper from three.js import { Grid ,Axes} from '@react-three/drei'; function Box({ position }) { const boxRef = useRef(); const { scene } = useThree() // Access the scene //const raycaster = new THREE.Raycaster(new THREE.Vector3(0,0, 0), new THREE.Vector3(1, 0, 0)); //const raycaster = new THREE.Raycaster(); const origin = new THREE.Vector3(0, 0, 0) const direction = new THREE.Vector3(-.1, 0, 0) // Set the ray's origin and direction //raycaster.ray.origin.copy(origin); //raycaster.ray.direction.copy(direction); const raycaster = new THREE.Raycaster(origin,direction); useFrame(() => { //const intersections = raycaster.intersectObjects(scene.children); //const intersections1 = raycaster.intersectObjects(scene.children); const intersections = raycaster.intersectObjects(scene.children); [boxRef].forEach((ref) => { ref.current.material.color.set('red') }) for (const intersect of intersections) { console.log("khan",intersect.object) intersect.object.material.color.set('green') } /* for (const intersect of intersections1) { console.log("tahzeeb",intersect.object) intersect.object.material.color.set('green') } */ }) return ( <mesh ref={boxRef} position={position}> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color="orange" /> </mesh> ); } function GroundPlane() { return ( <mesh rotation={[-Math.PI / 2, 0, 0]} receiveShadow> <planeGeometry args={[100, 100]} /> <meshStandardMaterial color="lightgray" /> </mesh> ); } function Scene() { const [position, setPosition] = useState([0, 0.5, 0]); useEffect(() => { const handleKeyDown = (event) => { setPosition((prev) => { const [x, y, z] = prev; const step = 0.5; switch (event.key) { case "w": return [x, y, z - step]; // Move forward case "s": return [x, y, z + step]; // Move backward case "a": return [x - step, y, z]; // Move left case "d": return [x + step, y, z]; // Move right default: return prev; } }); }; window.addEventListener("keydown", handleKeyDown); return () => window.removeEventListener("keydown", handleKeyDown); }, []); return ( <> <ambientLight intensity={0.5} /> <directionalLight position={[5, 10, 5]} intensity={1} /> <Box position={position} /> <GroundPlane /> <OrbitControls /> </> ); } export default function App() { return ( <Canvas shadows style={{height:"100vh"}}> <Grid args={[10, 10]} /> <axesHelper args={[5]} /> <Scene /> </Canvas> ); }
import React, { useEffect, useRef, useState } from "react"; const InputWithTimer = ({ initialTime = 30 }) => { const [time, setTime] = useState(initialTime); // Timer value const [inputValue, setInputValue] = useState(""); // User input const inputRef = useRef(null); // Reference to the input field // Timer logic useEffect(() => { const timer = setInterval(() => { setTime((prevTime) => (prevTime > 0 ? prevTime - 1 : 0)); // Countdown }, 1000); return () => clearInterval(timer); // Cleanup on unmount }, []); // Focus on the input field when the component mounts useEffect(() => { if (inputRef.current) { inputRef.current.focus(); } }, []); // Handle input changes const handleInputChange = (e) => { setInputValue(e.target.value); }; // Handle resend button click const handleResend = () => { setTime(initialTime); // Reset timer setInputValue(""); // Clear input if (inputRef.current) { inputRef.current.focus(); // Focus back on input } }; return ( <div style={{ textAlign: "center", marginTop: "50px" }}> <div> <input ref={inputRef} value={inputValue} onChange={handleInputChange} type="number" min="0" inputMode="numeric" pattern="[0-9]*" title="Non-negative integral number" placeholder="Type here..." style={{ fontSize: "16px", padding: "10px", marginBottom: "20px", borderRadius: "5px", border: "1px solid #ccc", }} /> </div> <div> {time > 0 ? ( <h2>Time Remaining: {time}s</h2> ) : ( <button onClick={handleResend} style={{ fontSize: "16px", padding: "10px 20px", borderRadius: "5px", border: "none", backgroundColor: "#007bff", color: "#fff", cursor: "pointer", }} > Resend </button> )} </div> </div> ); }; export default InputWithTimer;
Love you sir, Its working now❤
Welcome brother 🙌👍
import React from "react"; import { useGLTF } from "@react-three/drei"; import { RigidBody } from "@react-three/rapier"; import HallModel from '../assets/Hall/Hall.glb' const Hall = () => { const { scene } = useGLTF(HallModel); return ( <RigidBody type="fixed" colliders="trimesh"> {/* Render the GLTF model */} <primitive object={scene} /> </RigidBody> ); }; export default Hall; import React from "react"; import { Canvas } from "@react-three/fiber"; import { OrbitControls } from "@react-three/drei"; import { Physics } from "@react-three/rapier"; import Hall from "./Components/Hall"; const App = () => { return ( <Canvas style={{height:"100vh"}}> {/* Add lighting */} <ambientLight intensity={0.5} /> <directionalLight position={[10, 10, 5]} intensity={1} /> {/* Set up the physics world */} <Physics debug={true} > <Hall /> </Physics> {/* Camera controls */} <OrbitControls /> </Canvas> ); }; export default App;
import React, { useState, useEffect, useRef } from "react"; import { Canvas, useFrame } from "@react-three/fiber"; import { Box, OrbitControls, Plane } from "@react-three/drei"; import * as THREE from "three"; const DynamicCube = ({ staticCubes, onCollision, onProximity }) => { const [position, setPosition] = useState([0, 0.5, 0]); // Dynamic cube's position const dynamicRef = useRef(); const raycaster = useRef(new THREE.Raycaster()); // Single Raycaster instance const directions = [ new THREE.Vector3(1, 0, 0), // Right new THREE.Vector3(-1, 0, 0), // Left new THREE.Vector3(0, 0, 1), // Forward new THREE.Vector3(0, 0, -1), // Backward ]; useEffect(() => { const handleKeyDown = (event) => { setPosition((prev) => { const [x, y, z] = prev; switch (event.key) { case "w": // Move forward (z-axis) case "ArrowUp": // Arrow Up (move forward) return [x, y, z - 0.5]; case "s": // Move backward (z-axis) case "ArrowDown": // Arrow Down (move backward) return [x, y, z + 0.5]; case "a": // Move left (x-axis) case "ArrowLeft": // Arrow Left (move left) return [x - 0.5, y, z]; case "d": // Move right (x-axis) case "ArrowRight": // Arrow Right (move right) return [x + 0.5, y, z]; default: return prev; } }); }; window.addEventListener("keydown", handleKeyDown); return () => window.removeEventListener("keydown", handleKeyDown); }, []); useFrame(() => { if (!dynamicRef.current) return; // Get the dynamic cube's position const dynamicPosition = new THREE.Vector3(...position); // Iterate through each direction for raycasting directions.forEach((direction) => { raycaster.current.set(dynamicPosition, direction); const intersects = raycaster.current.intersectObjects( staticCubes.map((cube) => cube.ref.current) ); // Handle collision (direct intersection) if (intersects.length > 0 && intersects[0].distance <= 1) { const collidedObject = staticCubes.find( (cube) => cube.ref.current === intersects[0].object ); if (collidedObject) { onCollision(collidedObject.id); } } // Handle proximity (objects within a range) if (intersects.length > 0 && intersects[0].distance <= 3) { const nearbyObject = staticCubes.find( (cube) => cube.ref.current === intersects[0].object ); if (nearbyObject) { onProximity(nearbyObject.id); } } }); }); return ( <Box args={[1, 1, 1]} position={position} ref={dynamicRef}> <meshStandardMaterial color="black" /> </Box> ); }; const StaticCube = React.forwardRef(({ id, position }, ref) => ( <Box args={[1, 1, 1]} position={position} ref={ref}> <meshStandardMaterial color="red" /> </Box> )); const Ground = () => { return ( <Plane args={[20, 20]} rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]}> <meshStandardMaterial color="yellow" /> </Plane> ); }; const App = () => { const staticCubes = [ { id: "Cube 1", position: [2, 0.5, 4], ref: React.createRef() }, { id: "Cube 2", position: [10, 0.5, 4], ref: React.createRef() }, ]; const handleCollision = (id) => { console.log(`Collision detected with: ${id}`); // Collision logs }; const handleProximity = (id) => { console.log(`Proximity detected around: ${id}`); // Proximity logs }; return ( <Canvas style={{ height: "100vh" }}> {/* Lights */} <ambientLight intensity={0.5} /> <directionalLight position={[5, 10, 5]} /> {/* OrbitControls */} <OrbitControls enableDamping={true} /> {/* Ground */} <Ground /> {/* Static Cubes */} {staticCubes.map((cube) => ( <StaticCube key={cube.id} id={cube.id} position={cube.position} ref={cube.ref} /> ))} {/* Dynamic Cube */} <DynamicCube staticCubes={staticCubes} onCollision={handleCollision} onProximity={handleProximity} /> </Canvas> ); }; export default App;
import React, { useState, useEffect, useRef } from "react"; import { Canvas, useFrame } from "@react-three/fiber"; import { Box, OrbitControls, Plane } from "@react-three/drei"; import * as THREE from "three"; const DynamicCube = ({ staticCubes, onCollision, onProximity }) => { const [position, setPosition] = useState([0, 0.5, 0]); // Dynamic cube's position const dynamicRef = useRef(); useEffect(() => { const handleKeyDown = (event) => { setPosition((prev) => { const [x, y, z] = prev; switch (event.key) { case "w": // Move forward (z-axis) case "ArrowUp": // Arrow Up (move forward) return [x, y, z - 0.5]; case "s": // Move backward (z-axis) case "ArrowDown": // Arrow Down (move backward) return [x, y, z + 0.5]; case "a": // Move left (x-axis) case "ArrowLeft": // Arrow Left (move left) return [x - 0.5, y, z]; case "d": // Move right (x-axis) case "ArrowRight": // Arrow Right (move right) return [x + 0.5, y, z]; default: return prev; } }); }; window.addEventListener("keydown", handleKeyDown); return () => window.removeEventListener("keydown", handleKeyDown); }, []); useFrame(() => { if (!dynamicRef.current) return; const dynamicBox = new THREE.Box3().setFromObject(dynamicRef.current); staticCubes.forEach(({ ref, id }) => { if (ref.current) { const staticBox = new THREE.Box3().setFromObject(ref.current); // Expanded box for proximity detection const expandedBox = staticBox.clone().expandByScalar(2); // Adjust proximity margin // Check for collision (direct intersection) if (dynamicBox.intersectsBox(staticBox)) { onCollision(id); // Log collision } // Check for surrounding area (expanded bounding box) if (expandedBox.intersectsBox(dynamicBox)) { onProximity(id); // Log surrounding area } } }); }); return ( <Box args={[1, 1, 1]} position={position} ref={dynamicRef} > <meshStandardMaterial color="orange" /> </Box> ); }; const StaticCube = React.forwardRef(({ id, position }, ref) => ( <Box args={[1, 1, 1]} position={position} ref={ref}> <meshStandardMaterial color="blue" /> </Box> )); const Ground = () => { return ( <Plane args={[20, 20]} rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]}> <meshStandardMaterial color="green" /> </Plane> ); }; const App = () => { const staticCubes = [ { id: "Cube 1", position: [2, 0.5, 4], ref: React.createRef() }, { id: "Cube 2", position: [10, 0.5, 4], ref: React.createRef() }, ]; const handleCollision = (id) => { console.log(`Collision detected with: ${id}`); // Collision logs }; const handleProximity = (id) => { console.log(`Surrounding area detected around: ${id}`); // Proximity logs }; return ( <Canvas style={{ height: "100vh" }}> {/* Lights */} <ambientLight intensity={0.5} /> <directionalLight position={[5, 10, 5]} /> {/* OrbitControls */} <OrbitControls enableDamping={true} /> {/* Ground */} <Ground /> {/* Static Cubes */} {staticCubes.map((cube) => ( <StaticCube key={cube.id} id={cube.id} position={cube.position} ref={cube.ref} /> ))} {/* Dynamic Cube */} <DynamicCube staticCubes={staticCubes} onCollision={handleCollision} onProximity={handleProximity} /> </Canvas> ); }; export default App;
GIVE ME THE LIBRARIES !!!!!!!
Please msg me on Instagram
Can you give the assets folder
Sure
write to the post office
mailru
If you can't help me or make a software for a vending machine, how can I contact you
If you can't help me or make a software for a vending machine, how can I contact you
Msg me on whatsaap +917486882890
sanamrenmax
jazakaAllah hu khairan brother I actually worked
Sir pins of esp32
What
hello! how do we contact you 776 put this number in the foreground
3413949
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how to contact you
how to contact you, do you delete TH-cam comments
how to contact you, do you delete TH-cam comments
hello! I am from the Republic of Kazakhstan. it will not help to write software for vending machines. please write the price
Yeah sure can connect me on whatsapp. I m sharing my Instagram id msg me there I will provide my WhatsApp number. Than we can discuss what u want. Thanku allah hafiz
@@paradise_hope how to contact you, do you delete TH-cam comments
bro what code did you put in rootSaga.js
Give me 5 min let me tell u
import { all } from "redux-saga/effects"; import { watchAuthSaga } from "@/pages/Component/Auth/Login/loginSaga"; export default function rooSaga(){ } yield all([ watchAuthSaga (), ])//array to add all saga file of component
nice. do you have sample tutorial or file ?
Check comment section I already mentioned
how about this im getting error in the icon={route.icon}the code is : "use client"; import { Compass, Layout } from "lucide-react"; import { SidebarItem } from "./sidebar-item"; const guestRoutes = [ { icon: Layout, label: "Dashboard", href: "/" }, { icon: Compass, label: "Browse", href: "/search" }, ] export const SidebarRoutes = () => { const routes = guestRoutes; return ( <div className="flex flex-col w-full"> {routes.map((route) =>( <SidebarItem key={route.href} icon={route.icon} label={route.label} href={route.href} /> ))} </div> ) }
Sorry i m not getting can u msg me on Instagram sorry I can’t share number here @mohammadtahzeebkhan
ill wait your response sir thankyou so much
Ok I didn’t get Instagram notification
Hello sir POST 429 error need help
Subscribe me and msg me on Instagram @mohammadtahzeebkhan
@@paradise_hope sir i don't use Instagram
@@paradise_hope done sir you can delete it
Best video
Thanku bhai❤️🙏
Referal dedo bhaiya, With 2.5 years of experience at Angular Minds Pvt. Ltd., I’ve developed strong skills in JavaScript, Angular, TypeScript, and Node.js. I’ve designed and developed web applications, improving performance and user experience. My recent project in billing software increased efficiency, showcasing my ability to deliver impactful solutions.
Thank you very much for your very detailed information video. It has helped me a lot to make a project without micro controllers.
Welcome sir 🙏❤️
If u need any place let me know
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Simple Babylon.js Scene</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script src="cdn.jsdelivr.net/npm/babylonjs@6.1.0/babylon.min.js"></script> <script> // Get the canvas element const canvas = document.getElementById('renderCanvas'); // Create the Babylon.js engine const engine = new BABYLON.Engine(canvas, true); // Create a basic scene const createScene = function() { // Create a new scene const scene = new BABYLON.Scene(engine); // Create a camera and set its position const camera = new BABYLON.ArcRotateCamera( 'camera1', Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene ); camera.attachControl(canvas, true); // Create a basic light const light = new BABYLON.HemisphericLight( 'light1', new BABYLON.Vector3(1, 1, 0), scene ); light.intensity = 0.7; // Create a sphere const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', { diameter: 2 }, scene); // Set the position of the sphere sphere.position = new BABYLON.Vector3(2, 1, 0); // x, y, z coordinates // Create a ground plane const ground = BABYLON.MeshBuilder.CreateGround('ground', { width: 6, height: 6 ,depth: 100}, scene); ground.position.y = -1 // Rotate the sphere continuously scene.registerBeforeRender(function() { sphere.rotation.y += 0.01; }); return scene; }; // Create the scene const scene = createScene(); // Render loop engine.runRenderLoop(function() { scene.render(); }); // Resize event handler window.addEventListener('resize', function() { engine.resize(); }); </script> </body> </html> <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Simple Babylon.js Scene</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script src="cdn.jsdelivr.net/npm/babylonjs@6.1.0/babylon.min.js"></script> <script> // Get the canvas element const canvas = document.getElementById('renderCanvas'); // Create the Babylon.js engine const engine = new BABYLON.Engine(canvas, true); // Create a basic scene const createScene = function() { // Create a new scene const scene = new BABYLON.Scene(engine); // Create a camera and set its position const camera = new BABYLON.ArcRotateCamera( 'camera1', Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene ); camera.attachControl(canvas, true); // Create a basic light const light = new BABYLON.HemisphericLight( 'light1', new BABYLON.Vector3(1, 1, 0), scene ); light.intensity = 0.7; // Create a sphere const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', { diameter: 2 }, scene); // Set the position of the sphere sphere.position = new BABYLON.Vector3(2, 1, 0); // x, y, z coordinates // Create a ground plane const ground = BABYLON.MeshBuilder.CreateGround('ground', { width: 6, height: 6 ,depth: 100}, scene); ground.position.y = -1 // Rotate the sphere continuously scene.registerBeforeRender(function() { sphere.rotation.y += 0.01; }); return scene; }; // Create the scene const scene = createScene(); // Render loop engine.runRenderLoop(function() { scene.render(); }); // Resize event handler window.addEventListener('resize', function() { engine.resize(); }); </script> </body> </html>
Thanks
Welcome 🙏
hello bro plzz reply
Hello
@@paradise_hope bro ek help chahiye aapse
@levalsevan7 tell me
@@paradise_hope reply bro
Bolo bhai
Hi
Hey
@@paradise_hope contact number
@@paradise_hope contact number
7486882890
Solución efectiva 100%, gracias
Thanks 🙏
Can i order from Nepal
Yes
Incomprehensible content
Completed