Creating a Navmesh in Aframe using aframe-inspector-plugin-recast - aframe

I'm using Don McCurdy's A-Frame Inspector plugin to try to build a navmesh for some "stairs" that I've constructed essentially by sticking a bunch of box primitives together. You can see a demo at:
http://webvr.decodingsteve.com/stair-nav/
For whatever reason though, I can't get the navmesh to generate, and the error message that's generated is completely opaque. I tried exporting my "stairs" as a single GLTF, (figuring maybe a single object would work better), but that didn't seem to have any effect either.

So, just in case anyone else runs in to a similar problem, it turns out I was making a silly mistake. My scene only had the blocks I was using for stairs in it, and no flat surface, (like a plane), underneath to extend the navmesh on to. Adding a plane for the floor solved the issue and allowed the navmesh to be created.

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replace WASD keys navigation with VR tracked controllers a-frame

I've developed an a-frame scene in a different location to where I will be able to use a headset (either oculus or HTC).
Is the tracked controller functionality built into aframe 0.7.0?
Is there code I need to add to detect these controllers and replace the desktop WASD navigation with the tracked controllers? I don't need any hands to be visible I just need to achieve the up/down/left/right movement in space.
Thanks
Don McCurdy's aframe-extras includes a component called universal-controls that I highly recommend. Specifically there is a gamepad-controls component that may do exactly what you're looking for right out of the box.
If not, universal-controls supports extending the main component with "custom" controllers. The ability to do so is lightly documented on the repository page, but it's pretty straightforward. I'm working on one for the GearVR controller that responds to pressing the GearVR trackpad to achieve movement. I still need to work on getting backward movement, but you can find my work so far at Github.
Once you've developed your own custom controller, (or decided to use mine, or whatever), you attach it to your scene's camera, like this:
<a-entity
id='scene-camera'
camera="userHeight: 1.6"
position='24 1.6 14'
universal-controls='movementControls: universal-gear-vr, keyboard;'
universal-gearvr-controls>
Things to note from above: Rather than the default setting, (which will attempt to load all movement controls schemes that are available), I'm telling the universal-controls component to use my custom component, by giving it's name in the movementControls parameter. Notice that I leave off 'controls' from the name though. That's because universal-controls adds that back later. With that said, I also attach my custom component to the camera, which must be done so that universal-controls can find and use it.
A quick note though, on enabling backward movement, if that's something you're interested in. I've already done it by hacking around with the original WASD movement script. You can take a look at what I did if you'd like to see that.

Zooming a view in PyQt?

I have a simple to do tree application that displays a QTreeView inside of a QMainWindow. I want to give the user the ability to change the magnification level of the content (using a spinbox most likely), but without actually changing the underlying font size of the text.
Is there a way to do this without changing my whole app to a QGraphicsScene? The app is just showing a good-old fashioned tree with text, no graphics or anything fancy other than wanting to change the magnification of the view; hence, I am thinking that switching to a graphics scene would be overkill.
Or, am I wrong, and switching to a graphics scene is the only simple way to do it?
Note a trimmed down version of the app is at Code Review. It contains a SSCCE, but is a bit long to post here.
In a site discussing how to put widgets on a scene, trolltech wrote (emphasis added):
I myself and several other Trolls’ve spent some time researching this
topic [how to embed a widget in a QGraphicsScene]. It’s not trivial;
most solutions to embedding widgets into a scene end up with several
serious drawbacks. That’s also why Qt doesn’t have any off-the-shelf
solution to this.
Widgets cannot be scaled or rotated, but graphics items can.
This suggests I cannot perform, in a simple way, the operations I want to on my QWidget by itself. That is, perhaps I need to add it to a scene, which is what I was trying to avoid. If that is the answer, then I'll accept it and start a new question if I get stuck doing that.
Note I just found this question, which is pretty much a duplicate, and does not have an (accepted) answer.
Related content
http://www.qtcentre.org/threads/62745-Zoom-a-view
QTableView Zoom In/Out
Drawing widgets (such as buttons) over QGraphicsView
QGraphicsView Zooming in and out under mouse position using mouse wheel
https://forum.qt.io/topic/15308/qgraphicsview-zooming-with-qslider
https://wiki.qt.io/Smooth_Zoom_In_QGraphicsView
As suggested by the docs quoted from trolltech in the original question, there is no built-in method to zoom on a view.
If the goal is to avoid the use of QGraphicsViews, the simplest way to separate the size of the font on the screen, versus the size of the font saved or printed, is to basically have two fonts. One to be displayed on the screen you can call 'zoom', versus the other to be saved/printed and call that 'font size'.
I got this idea from qtcentre (in a post I added to the original post too):
http://www.qtcentre.org/threads/62745-Zoom-a-view

JOGL not displaying

I'm hunting for an openGL library that'll work on both Macs & IBMs. JOGL seems a good bet however, when I imported the JGears demo, I'm getting an odd result. All the swing related components in the program are displaying but the GLJPanel (being passed to an Animator) is not showing up. As far as I can tell, the display method isn't being called at all. I'm hoping someone can point me in the right direction.
I'm using JDK 1.7, and the latest jogl.jar and jogl-natives-macosx-universal.jar
You need to use NEWT for maximum compatibility as of today:
https://sites.google.com/site/justinscsstuff/jogl-tutorial-2
However there are other advantages and disadvantages of Newt over Canvas, see the aforementioned link for the full list.
Moreover, try this Gears demo instead:
http://jogamp.org/deployment/jogamp-current/jogl-demos/jogl-newt-applet-runner-gears.html
it should be what you were looking for from the beginning.

How to add pop-out annotations in Graphviz?

I am a newbie learning to use graphviz.
Is it possible to generate interactive pop-out annotations when you move cursor around the graph? For example, hovering a node/edge will pop-out message box showing more information about it.
And if so, how?
Thank you so much for the help.
Depending on the output format, there are some possibilities:
You may create a png image and an image map and serve it as a html page. The world of html and javascript offers endless possibilities to make this interactive, use popout messages, etc.
If you prefer svg, some information is already included in the output as <title>, and again, if served within a browser, javascript may prove useful to enrich the output (not sure if it's possible to use existing svg with raphaeljs, but it sure shows nicely what's possible with svg + javascript).
You may simply have graphviz render the positions of all nodes and parse it's output to present it in your custom application

changing a Flex movie to use Runtime shared libraries and losing text in charts

I'm creating a small size Flex movies which contains two line charts, at the moment the size of the release build swf is 343KB, which is too large for our needs.
I've tried changing the loading of the SWC file to Runtime Shared Libraries, but I found that this removed the text of the charts (the text for the x and y axis). Why would the text be removed when the Framework linkage is set as a Runtime shared library?
Thanks
Stephen
that is indeed very strange. Here are some things I can think that might cause this issue:
1.) Embedded Font issue: Is the text embedded, or is the font the text is rendered in being embedded? Check to make sure - weird things can happen when fonts are embedded in one swf and loaded into another. Try un-embedding the font and see if that fixes things. If that fixes the issue, you might need to embed it in both swfs to make it work, or try various combination of embedding in one or the other.
2.) Some weird CSS styles: are you styling the text using CSS? If so, make sure the styling is being set correctly, or that styles in your main app aren't clobbering the styles used by your RSL.
3.) The actual text data: put a few trace statements (or alert windows) into your RSL and make sure the text is actually being set. It's possible that those labels aren't correctly receiving their data. I realize this is somewhat automated in Charting, but some of the axes require label data from dataproviders and I thought you might be doing that.
4.) The axes: make sure the axes are still being set correctly in your RSL, and that nothing in your main app is clobbering the type of axes being set on the chart.
I hope this helps get you started - in general I'd just fire up ye ol' debugger and start working backwards to figure out at what point the text disappears. This will help you narrow the issue down to something more fixable.

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