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paradise _hope
Приєднався 2 бер 2015
How to make simple scene in babylon js #babylonjs #3dweb #threejs #web #gameengine
How to make simple scene in babylon js #babylonjs #3dweb #threejs #web #gameengine
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Відео
Daalchini technology noida #noida #officelife #work #reactjs #webdevelopment
Переглядів 2021 день тому
Daalchini technology noida #noida #officelife #work #reactjs #webdevelopment
how to fixed strange behaviour of camera in React3Fiber#camera#r3f#paradisehope#Threejs#lerp#issue
Переглядів 1321 день тому
how to fixed strange behaviour of camera in React3Fiber#camera#r3f#paradisehope#Threejs#lerp#issue
blender animation created by siraj khan
Переглядів 35Місяць тому
blender animation created by siraj khan
Uncaught TypeError: Cannot read properties of undefined (reading 'play') #r3f#threejs#REACTJS#HOPE
Переглядів 18Місяць тому
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
Переглядів 22Місяць тому
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
Переглядів 12Місяць тому
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
Переглядів 44Місяць тому
THREE JS 3D TEXT #reactjs #threejs #react3fiber #paradise #parsidehope
Click able Three js Object R3F with React js
Переглядів 10Місяць тому
Click able Three js Object R3F with React js
GLb animation Issue With useAnimation Hooks in R3F #React3Fiber #threejs #paradisehope #3DThreejs
Переглядів 11Місяць тому
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
Переглядів 12Місяць тому
GLB ANIMTION NOT PLAYING || HOW TO PLAY ALL ANIMATION BY NAME |#useAnimations#AnimationMixer#threejs
Three.js Character Control with Animation #paradisehope#threejs#ReactJS
Переглядів 16Місяць тому
Three.js Character Control with Animation #paradisehope#threejs#ReactJS
R3F: Hooks can only be used within the Canvas component! #THREEJS #PARADISEHOPE Complete Solution
Переглядів 24Місяць тому
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
Переглядів 36Місяць тому
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 .
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How to use useRef() hook to Control 3d glb Model in R3f React js .
HOW TO USE useRef To control 3d glb modal
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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
Переглядів 20Місяць тому
How to use Loader to Load 3D Modal in R3f React js with Threejs #useProgress and show Progress value
Could not load /hall1.glb: Unexpected token !DOCTYPE "... is not valid JSON #three.js #R3F#paradise
Переглядів 81Місяць тому
Could not load /hall1.glb: Unexpected token !DOCTYPE "... is not valid JSON #three.js #R3F#paradise
R3F: Span div is not part of the THREE namespace! ? See: objects#using-3rd-party-objects-declara
Переглядів 16Місяць тому
R3F: Span div is not part of the THREE namespace! ? See: objects#using-3rd-party-objects-declara
TypeError: Cannot read properties of undefined (reading 'vsub')
Переглядів 5Місяць тому
TypeError: Cannot read properties of undefined (reading 'vsub')
Error: THREE.GLTFLoader: No DRACOLoader instance provided.#Error:DRACOLoader#paradisehope#THREE.JS
Переглядів 32Місяць тому
Error: THREE.GLTFLoader: No DRACOLoader instance provided.#Error:DRACOLoader#paradisehope#THREE.JS
cannon.js Three.js #cannonjs #cannon.js #physicsCannonjs #collider #3DCannon.js
Переглядів 13Місяць тому
cannon.js Three.js #cannonjs #cannon.js #physicsCannonjs #collider #3DCannon.js
surge : AppData\\Roaming\\npm\\surge.ps1 cannot be loaded because running scripts is disabled on this
Переглядів 6Місяць тому
surge : AppData\\Roaming\ pm\\surge.ps1 cannot be loaded because running scripts is disabled on this
How To Make Responsive UI In Unity game || #unity #responseui #paradise #paradisehope
Переглядів 112 місяці тому
How To Make Responsive UI In Unity game || #unity #responseui #paradise #paradisehope
How to hit Api in Unity Game || #api #unity #game #paradisehope #unity3d #unityApi
Переглядів 152 місяці тому
How to hit Api in Unity Game || #api #unity #game #paradisehope #unity3d #unityApi
Unity Photon Pun2 Multiplayer Setup || Photon Connection Establishment Code 2024
Переглядів 212 місяці тому
Unity Photon Pun2 Multiplayer Setup || Photon Connection Establishment Code 2024
How to copy unity Ui why sometimes copied Ui not visible in edit mode #unity #carrom
Переглядів 122 місяці тому
How to copy unity Ui why sometimes copied Ui not visible in edit mode #unity #carrom
React-js_Firebase push notification front end || Push Notification Node.js Backend Api#firebase#push
Переглядів 1042 місяці тому
React-js_Firebase push notification front end || Push Notification Node.js Backend Api#firebase#push
Daalchini vending machine Technology noida sector 6 #reactjs #daalchini #vendingmachine #product
Переглядів 332 місяці тому
Daalchini vending machine Technology noida sector 6 #reactjs #daalchini #vendingmachine #product
😂😂😂😂😂😂 kon hai ye Allah 😅😅😅😅😅
Dont make fool, your Allah is just a stone deity kept in the khaba. Shame on u
Beshaq
<!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
import { OrbitControls, useAnimations, useGLTF } from "@react-three/drei"; import { Physics, RigidBody } from "@react-three/rapier"; import { useEffect, useRef } from "react"; import { Canvas } from "react-three-fiber"; import * as THREE from 'three' import React from "react"; import { useFrame } from "react-three-fiber"; import { useBox } from "@react-three/rapier"; import { useState } from "react"; import { useRapier, Collider } from "@react-three/rapier"; function Box(props) { const meshRef = useRef(); const [position, setPosition] = useState([0, 0, 0]); // Use useFrame to animate the mesh useFrame(() => { if (meshRef.current) { meshRef.current.position.set(...position); } }); // Event listener for keyboard input const handleKeyDown = (event) => { const speed = 0.1; // Adjust as needed switch (event.key) { case 'w': setPosition([position[0], position[1], position[2] - speed]); break; case 'a': setPosition([position[0] - speed, position[1], position[2]]); break; case 's': setPosition([position[0], position[1], position[2] + speed]); break; case 'd': setPosition([position[0] + speed, position[1], position[2]]); break; default: break; } }; // Attach event listener when the component mounts React.useEffect(() => { window.addEventListener('keydown', handleKeyDown); return () => { window.removeEventListener('keydown', handleKeyDown); }; }, [position]); return ( <mesh {...props} ref={meshRef}> <boxGeometry args={[1, 1, 1]} /> <meshBasicMaterial color="blue" /> </mesh> ); } const Scene = () => { const { scene, animations } = useGLTF('./hallwb.glb'); const group = useRef(); const { actions } = useAnimations(animations, group); return ( <group> <Physics debug color="red"> <RigidBody type="fixed" colliders="trimesh"> <Box/> <primitive object={scene} ref={group} /> </RigidBody> </Physics> </group> ); }; const App = () => { return ( <Canvas style={{height:"100vh"}}> <OrbitControls/> <Scene/> </Canvas> ); }; export default App;
import { OrbitControls, useAnimations, useGLTF } from "@react-three/drei"; import { Physics, RigidBody } from "@react-three/rapier"; import { useEffect, useRef } from "react"; import { Canvas } from "react-three-fiber"; const Scene = () => { const { scene, animations } = useGLTF('./hallwb.glb'); const group = useRef(); const { actions } = useAnimations(animations, group); return ( <group> <Physics debug color="red"> <RigidBody type="fixed" colliders="trimesh"> <primitive object={scene} ref={group} /> </RigidBody> </Physics> </group> ); }; const App = () => { return ( <Canvas style={{height:"100vh"}}> <OrbitControls/> <Scene/> </Canvas> ); }; export default App;
thx
App.js ................................................................................................................................................ import { useRef, Suspense } from "react"; import { Text3D, OrbitControls, Center, Stars, Float, Sparkles, useMatcapTexture } from "@react-three/drei"; import { Canvas, useThree } from "@react-three/fiber"; import { Physics } from "@react-three/cannon"; function Hero() { const [matcapTexture] = useMatcapTexture("CB4E88_F99AD6_F384C3_ED75B9"); const ref = useRef(); const { width: w, height: h } = useThree((state) => state.viewport); return ( <> <Center scale={[0.9, 1, 1]}> <Physics gravity={1}> <Float speed={1}> <Text3D position={[0, 0, -10]} scale={[-1, 1, 1]} ref={ref} size={w / 9} maxWidth={[-w / 5, -h * 2, 3]} font={"/gt.json"} curveSegments={24} brevelSegments={1} bevelEnabled bevelSize={0.08} bevelThickness={0.03} height={1} lineHeight={0.9} letterSpacing={0.3} > PARADISE HOPE <meshMatcapMaterial color="white" matcap={matcapTexture} /> </Text3D> </Float> </Physics> </Center> </> ); } function App() { return ( <div className="scene"> <Canvas camera={{ position: [0, 0, -10], fov: 60 }}> <OrbitControls enableZoom={true} autoRotate={true} autoRotateSpeed={-0.1} enablePan={true} azimuth={[-Math.PI / 4, Math.PI / 4]} zoomSpeed={0.15} dampingFactor={0.05} /> <Suspense fallback={"Loading"}> <Stars radius={100} depth={100} count={4000} factor={4} saturation={0} fade speed={0.2} /> <Sparkles count={300} size={3} speed={0.02} opacity={1} scale={10} color="#fff3b0" /> <Hero /> </Suspense> <ambientLight intensity={0.6} color={"#dee2ff"} /> </Canvas> </div> ); } export default App
import { useEffect, useRef, useState } from 'react' import { Canvas, useFrame } from '@react-three/fiber' import { OrbitControls, useAnimations, useGLTF } from '@react-three/drei' function Box(props) { // This reference gives us direct access to the THREE.Mesh object const ref = useRef() // Hold state for hovered and clicked events const [hovered, hover] = useState(false) const [clicked, click] = useState(false) // Subscribe this component to the render-loop, rotate the mesh every frame useFrame((state, delta) => (ref.current.rotation.x += delta)) // Return the view, these are regular Threejs elements expressed in JSX return ( <mesh {...props} ref={ref} scale={clicked ? 2 : 1} onClick={(event) => click(!clicked)} onPointerOver={(event) => (event.stopPropagation(), hover(true))} onPointerOut={(event) => hover(false)}> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} /> </mesh> ) } const Character = () => { const [hovered, hover] = useState(false) const [clicked, click] = useState(false) //const { scene, animations } = useGLTF('/SuitMan.glb'); const ref =useRef() const { scene, animations } = useGLTF('/SM.glb'); const { actions } = useAnimations(animations, ref); console.log("actions animation",actions) useFrame((state, delta) => { console.log("useFram runing....".hovered) if(clicked){ actions.Walking.play() } else{ actions.Walking.stop() } if(hovered){ actions.Jumping.play() } else{ actions.Jumping.stop() } }); useEffect(()=>{ console.log("clicked",clicked) },[clicked]) return( <> {scene && ( <mesh scale={clicked ? 2 : 1} onClick={(event) => click(!clicked)} onPointerOver={(event) => (event.stopPropagation(), hover(true))} onPointerOut={(event) => (event.stopPropagation(),hover(false))}> <meshStandardMaterial color={hovered ? 'red' : 'orange'} /> <primitive object={scene} ref={(node) => { ref.current = node; // Assign to physics ref // Assign to animation ref }}/> </mesh> )} </> ) } export default function App() { return ( <Canvas style={{height:"100vh"}}> <ambientLight intensity={Math.PI / 2} /> <spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} decay={0} intensity={Math.PI} /> <pointLight position={[-10, -10, -10]} decay={0} intensity={Math.PI} /> <Box position={[-1.2, 0, 0]} /> <Box position={[1.2, 0, 0]} /> <Character/> <OrbitControls /> </Canvas> ) }
//mode1.jsx --------> here i m usinf useAnimation hook to play animation // Scene.js import React, { useRef } from 'react'; import { useLoader, useFrame } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import * as THREE from 'three' import { Canvas } from '@react-three/fiber'; import { OrbitControls, useAnimations } from '@react-three/drei'; const Scene = () => { const modelRef=useRef() const { scene, animations } = useLoader(GLTFLoader, '/SM.glb'); const { actions } = useAnimations(animations, modelRef); console.log("actions animation",actions) useFrame((state, delta) => { //console.log("useFram runing....") actions.Running.play() //actions.walking.play() }); return ( <primitive object={scene} ref={modelRef}/> ); }; export default Scene
model.jsx ------------------------> here i m using Animation Mixer Class // Scene.js import React, { useRef,useEffect } from 'react'; import { useLoader, useFrame } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import * as THREE from 'three' import { Canvas } from '@react-three/fiber'; import { OrbitControls, useAnimations } from '@react-three/drei'; const Scene = () => { const group = useRef(); const { nodes, materials, animations } = useLoader(GLTFLoader, '/SuitMan.glb'); console.log("animations",animations) const mixer = useRef(); // Create a mixer to manage animations // Play all animations on component mount useEffect(() => { if (animations && animations.length) { mixer.current = new THREE.AnimationMixer(group.current); animations.forEach((clip) => { mixer.current.clipAction(clip); }); } return () => { mixer.current && mixer.current.stopAllAction(); }; }, [animations]); useFrame((state, delta) => { if (mixer.current) mixer.current.update(delta); }); // Function to play animation by name const playAnimationByName = (animationName) => { if (mixer.current && animations) { const clip = animations.find((clip) => clip.name === animationName); if (clip) { mixer.current.stopAllAction(); mixer.current.clipAction(clip).play(); } } }; // Example of playing an animation by name (you can trigger this based on your app logic) React.useEffect(() => { playAnimationByName("Jumping"); // Replace with actual animation name }, []); return ( <group ref={group}> <primitive object={nodes.Scene} /> {/* Add more primitives or adjust scene as needed */} </group> ); }; export default Scene import { Canvas } from "@react-three/fiber"; import { OrbitControls } from '@react-three/drei'; import Scene from "./Model"; const App = () => { return ( <Canvas style={{height:"100vh"}}> <ambientLight intensity={3}/> <OrbitControls/> <ambientLight intensity={0.5} /> <spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} /> <Scene /> </Canvas> ); }; export default App;
mode1.jsx --------> here i m usinf useAnimation hook to play animation // Scene.js import React, { useRef } from 'react'; import { useLoader, useFrame } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import * as THREE from 'three' import { Canvas } from '@react-three/fiber'; import { OrbitControls, useAnimations } from '@react-three/drei'; const Scene = () => { const modelRef=useRef() const { scene, animations } = useLoader(GLTFLoader, '/Soldier.glb'); const { actions } = useAnimations(animations, modelRef); console.log("actions animation",actions) useFrame((state, delta) => { //console.log("useFram runing....") actions.Walk.play() }); return ( <primitive object={scene} ref={modelRef}/> ); }; export default Scene import { Canvas } from "@react-three/fiber"; import { OrbitControls } from '@react-three/drei'; import Scene from "./Model1"; const App = () => { return ( <Canvas style={{height:"100vh"}}> <ambientLight intensity={3}/> <OrbitControls/> <ambientLight intensity={0.5} /> <spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} /> <Scene /> </Canvas> ); }; export default App;
import React, { Suspense, useRef, useEffect } from 'react'; import { Canvas, useFrame } from '@react-three/fiber'; import { useGLTF, Html, useAnimations, Grid } from '@react-three/drei'; import * as THREE from 'three' import { useProgress } from '@react-three/drei'; import { OrbitControls } from '@react-three/drei'; const Loading = () => { const { progress } = useProgress(); return <Html><h1>Loading {progress.toFixed(2)} %</h1></Html>; }; const Character=()=>{ const {scene,animations} = useGLTF('/Soldier.glb'); const group=useRef() const modelRef = useRef(); const { actions } = useAnimations(animations, modelRef); console.log("Action",actions) //const {actions,name}=useAnimations(animations,group) const [movementSpeed, setMovementSpeed] = React.useState(0.01); // Adjust movement speed as needed useFrame(()=>{ //actions.Idle.play() }) const handleKeyDown = (event) => { switch (event.key.toLowerCase()) { case 'w': actions.Walk.play() modelRef.current.position.z -= movementSpeed; break; case 's': actions.Walk.play() modelRef.current.position.z += movementSpeed; break; case 'a': actions.Walk.play() modelRef.current.position.x -= movementSpeed; break; case 'd': actions.Walk.play() modelRef.current.position.x += movementSpeed; break; default: break; } }; const handleKeyUp = (event) => { switch (event.key.toLowerCase()) { case 'w': case 's': case 'a': case 'd': actions.Walk.stop(); break; default: break; } }; useEffect(() => { actions.Idle.play() window.addEventListener('keydown', handleKeyDown); window.addEventListener('keyup',handleKeyUp) return () => { window.removeEventListener('keydown', handleKeyDown); window.addEventListener('keyup',handleKeyUp) }; }, []); return(<> {scene && ( <primitive object={scene} ref={modelRef} /> )} </>) } const ModelViewer = () => { return ( <Canvas> <ambientLight intensity={5}/> <OrbitControls/> <Suspense fallback={<Loading />}> <ambientLight intensity={0.5} /> <pointLight position={[10, 10, 10]} /> <Character/> </Suspense> </Canvas> ); }; export default ModelViewer;
import React, { Suspense, useRef, useEffect } from 'react'; import { Canvas } from '@react-three/fiber'; import { useGLTF, Html } from '@react-three/drei'; import * as THREE from 'three' import { useProgress } from '@react-three/drei'; const Loading = () => { const { progress } = useProgress(); return <Html><h1>Loading {progress.toFixed(2)} %</h1></Html>; }; const ModelViewer = () => { const gltf = useGLTF('/Soldier.glb'); const modelRef = useRef(); const [movementSpeed, setMovementSpeed] = React.useState(0.1); const handleKeyDown = (event) => { switch (event.key.toLowerCase()) { case 'w': modelRef.current.position.z -= movementSpeed; break; case 's': modelRef.current.position.z += movementSpeed; break; case 'a': modelRef.current.position.x -= movementSpeed; break; case 'd': modelRef.current.position.x += movementSpeed; break; default: break; } }; useEffect(() => { window.addEventListener('keydown', handleKeyDown); return () => { window.removeEventListener('keydown', handleKeyDown); }; }, []); return ( <Canvas> <Suspense fallback={<Loading />}> <ambientLight intensity={0.5} /> <pointLight position={[10, 10, 10]} /> {gltf.scene && ( <primitive object={gltf.scene} ref={modelRef} /> )} </Suspense> </Canvas> ); }; export default ModelViewer;
// src/ModelViewer.js import React,{ useRef} from 'react'; import { Canvas } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import { Suspense } from 'react'; import { Html, useGLTF, useProgress } from '@react-three/drei'; import { useFrame } from '@react-three/fiber'; // please correct your modal path /* const Model = () => { const gltf = useGLTF('/Soldier.glb'); return <primitive object={gltf.scene} position={[0, 0, 0]} // Example position rotation={[0, Math.PI / 2, 0]} // Example rotation (Y-axis) scale={[1, 1, 1]} // Example scale (optional) /> }; */ const Model = () => { const gltf = useGLTF('/Soldier.glb'); const modelRef = useRef(); // Animate the model useFrame(() => { // Example rotation animation (rotates around Y-axis) modelRef.current.rotation.y += 0.01; }); return <primitive object={gltf.scene} ref={modelRef} />; }; const Loading = () => { const { progress } = useProgress(); return <Html><h1>Loading {progress} %</h1>;</Html> }; const ModelViewer = () => { return ( <Canvas> <Suspense fallback={<Loading />}> <ambientLight /> <pointLight position={[10, 10, 10]} /> <Model /> </Suspense> </Canvas> ); }; export default ModelViewer;
// src/ModelViewer.js import React from 'react'; import { Canvas } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import { Suspense } from 'react'; import { Html, useGLTF, useProgress } from '@react-three/drei'; // please correct your modal path const Model = () => { const gltf = useGLTF('/hall.glb'); return <primitive object={gltf.scene} />; }; const Loading = () => { const { progress } = useProgress(); return <Html><h1>Loading {progress} %</h1>;</Html> }; const ModelViewer = () => { return ( <Canvas> <Suspense fallback={<Loading />}> <ambientLight /> <pointLight position={[10, 10, 10]} /> <Model /> </Suspense> </Canvas> ); }; export default ModelViewer;
Sending positive vibes to everyone reading this! May your day be filled with joy and success
big thanks to you
Welcome brother ❤️👍
Brother thanks alot , I was stuck on my project and you help me go through it Thanks for making this video!
Sir mujhe ye rerror react native mai aa phi hai node down up krke bhi deke lira of agar "scripts": { "android": "react-native run-android", "ios": "react-native run-ios", "start": "export NODE_OPTIONS=--openssl-legacy-provider && react-native start", "test": "jest", "lint": "eslint ." }, isko insert kr rha hoo to node not fun ki error aa phi hai
Ok msg me on Instagram @mohammadtahzeebkhan
god bless you sir thank you so much !!
Welcome brother ❤️
paradise _hope, This made me laugh so much! Thanks for sharing!
Why??
//api.cs using System.Collections; using UnityEngine; using UnityEngine.Networking; public class ApiRequest : MonoBehaviour { // URL of the API endpoint public string apiUrl = "jsonplaceholder.typicode.com/users"; // Example of header key and value public string headerKey = "Authorization"; public string headerValue = "Bearer your_token_here"; void Start() { // Automatically start the API request when the scene starts StartCoroutine(MakeApiRequest()); } // Coroutine to handle the API request private IEnumerator MakeApiRequest() { // Create a new UnityWebRequest using (UnityWebRequest webRequest = UnityWebRequest.Get(apiUrl)) { // Set the request header webRequest.SetRequestHeader(headerKey, headerValue); // Send the request and wait for a response yield return webRequest.SendWebRequest(); // Check for errors if (webRequest.result == UnityWebRequest.Result.ConnectionError || webRequest.result == UnityWebRequest.Result.DataProcessingError || webRequest.result == UnityWebRequest.Result.ProtocolError) { Debug.LogError("Error: " + webRequest.error); } else { // Process the response Debug.Log("Response: " + webRequest.downloadHandler.text); } } } }
// add this script on cube using UnityEngine; using Photon.Pun; public class CubeMovement : MonoBehaviourPunCallbacks { public float speed = 5.0f; // Update is called once per frame void Update() { // Get input from arrow keys if (photonView.IsMine){ float moveHorizontal = Input.GetAxis("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); // Create a movement vector Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); // Apply the movement to the cube transform.Translate(movement * speed * Time.deltaTime, Space.World); } } }
//make launcher gameObect add this script on it using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class Launcher : MonoBehaviourPunCallbacks { public PhotonView playerPrefab; // Start is called before the first frame update void Start() { PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { Debug.Log("Connected to Master"); PhotonNetwork.JoinRandomOrCreateRoom(); } public override void OnJoinedRoom() { Debug.Log("Joined a room successfully"); PhotonNetwork.Instantiate(playerPrefab.name, Vector3.zero, Quaternion.identity); } // Update is called once per frame void Update() { } }
///NetworkManager.cs using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; using Photon.Realtime; public class NetworkManager : MonoBehaviourPunCallbacks { void Start() { Connect(); } public void Connect() { PhotonNetwork.ConnectUsingSettings(); } public void Play() { PhotonNetwork.JoinRandomRoom(); } public override void OnJoinRandomFailed(short returnCode, string message) { Debug.Log("Tried to join a room and failed"); PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = 4 }); } public override void OnJoinedRoom() { Debug.Log("Joined a Room ---yay"); } void Update() { // Add any additional update logic if needed } }
please provide the code
Frontend or backend??
@@paradise_hope Backend node js sir
Ok 👍 can you msg me on whatsaap I will share if any issue I will guide u +917486882890
Nice brother...can u teach me react one to one....if possible.where r u from...let's connect on meet..
Not possible 🙏
Nice bhai
nice job buddy
Thanks bhai
using UnityEngine; using UnityEngine.UI; public class Striker : MonoBehaviour { new Rigidbody2D rigidbody; // Use 'new' keyword to indicate hiding Transform selfTrans; Vector2 startPos; public Slider mySlider; Vector2 mousePos; Vector2 direction; public LineRenderer line; bool positionset = false; bool hasStriked = false; void Start() { rigidbody = GetComponent<Rigidbody2D>(); selfTrans = transform; startPos = selfTrans.position; } void ShootStriker() { float x = 0; if(positionset && rigidbody.velocity.magnitude == 0) { x = Vector2.Distance(transform.position, mousePos); } direction = (Vector2)(mousePos - (Vector2)selfTrans.position); // Corrected direction calculation direction.Normalize(); rigidbody.AddForce(direction *x* 200); hasStriked = true; } void FixedUpdate() { if (positionset && rigidbody.velocity.magnitude < 0.1f && rigidbody.velocity.magnitude != 0) { StrikerReset(); //bord.GetComponent<gameman>().count++; } } void Update() { line.enabled = false; mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); direction = mousePos - (Vector2)selfTrans.position; if (!hasStriked && !positionset) { selfTrans.position = new Vector2(mySlider.value, startPos.y); } RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.collider != null) { // Do something when the raycast hits an object } if (Input.GetMouseButtonUp(0)) { if (!positionset) { positionset = true; ShootStriker(); // Call ShootStriker when position is set } } if (positionset && rigidbody.velocity.magnitude == 0) { line.enabled = true; line.SetPosition(0, selfTrans.position); line.SetPosition(1, mousePos); } } public void StrikerReset() { rigidbody.velocity = Vector2.zero; hasStriked = false; positionset = false; line.enabled = true; } }
Can you tell how you do that project?
Android studio with 74hc595 ic and esp8266
U can msg and follow me on Instagram @mohammadtahzeebkhan
#include <LedControl.h> int DIN = D7; // ESP8266 pin connected to MAX7219 DIN int CS = D8; // ESP8266 pin connected to MAX7219 CS int CLK = D5; // ESP8266 pin connected to MAX7219 CLK LedControl lc = LedControl(DIN, CLK, CS, 1); // Initialize the MAX7219 with 1 display void setup() { Serial.begin(9600); // Start serial communication lc.shutdown(0, false); // Wake up the MAX7219 from power-saving mode lc.setIntensity(0, 15); // Set brightness to maximum (0-15) // Clear the display initially for (int row = 0; row < 8; row++) { lc.setRow(0, row, 0x00); } delay(1000); } void loop() { if (Serial.available() > 0) { String input = Serial.readStringUntil(' '); // Read input from serial monitor if (input.length() == 3) { int row = input.charAt(0) - '0'; // Convert char to int int col = input.charAt(2) - '0'; // Convert char to int if (row >= 1 && row <= 8 && col >= 1 && col <= 8) { lc.setLed(0, row - 1, col - 1, 1); // Turn on specified LED delay(5000); // Delay for visibility lc.setLed(0, row - 1, col - 1, 0); // Turn off specified LED } else { Serial.println("Invalid input! Row and column values should be between 1 and 8."); } } else { Serial.println("Invalid input format! Please enter input in the format 'RxC', where R and C are row and column numbers."); } } }
// Define the LED pin const int ledPin = LED_BUILTIN; // ESP8266 built-in LED pin void setup() { // Initialize the serial communication Serial.begin(9600); // Set the LED pin as an output pinMode(ledPin, OUTPUT); } void loop() { // Check if data is available to read from serial if (Serial.available() > 0) { // Read the incoming byte char incomingByte = Serial.read(); Serial.println(incomingByte); if (incomingByte == '1') { digitalWrite(ledPin, LOW); // Turn on the LED Serial.println("LED ON"); } else if (incomingByte == '0') { digitalWrite(ledPin, HIGH); // Turn off the LED Serial.println("LED OFF"); } } }
Nice machine
Nice shorts sir..could u plz elaborate more sir
can you give me the code you used? it can be very usefull for my project im working on.
I already showed code in my video u can check it
thx dude
Welcome brother
Hakuna matata. English title. Blah, blah explenation
Nice. Keep going Tahzeeb.
Thanku sir ji
Wher r u from my brother
I m inspired by ur videos..