@Geometiles@art32pazuru@MathHappensOrg@art32pazuru Yes, you are correct, the height needs to be a constant for this version of the model to work. But, the goal is an introductory tool to explain the relationship between the area and side length. It’s best to view this as an interactive model rather than a math proof.
An important reminder of why it is important that we need to continue to supporting K-12 education. Since 2018, #OECD math and reading scores show a 9-month reduction in the development of teenagers' reading and math skills. https://t.co/hfbGe756To
Updated my #mixedreality ball shooter demo to include shadows for added realism. Built with #WebXR and #ThreeJS. Use “Space Setup” in the #quest3 Settings->Physical Space. Press X to hide meshes.
Try it: https://t.co/YCwGH4R4S1
Also works on Quest 1/2/Pro with walls/furniture.
@AKindOfMika@dhmackenzie WebXR on Quest does not have access to the depth sensor in the browser (yet). So, no real-time effects. You can push an exported mesh to other devices (Quest 2, iPhone in AR). The device needs the same starting position since it is relative without point cloud data to snap it.
@pereirarb1@GabRoXR That might be possible once WebGPU is available in the Quest Browser. Currently, the frame rate drops quickly after about 800 colliders with Rapier Physics. However, somebody suggested an XR fire fighting game, which could be really cool!
Quest 3 Ball Shooter / Mesh Export with visual occlusion made with #webXR and #threeJS. Here is a public version that you can try on your own headset!
LINK: https://t.co/YCwGH4R4S1
Please see the video for instructions.
#MixedReality , #MR, #XR, #VR, #MetaQuest3, #meta, #Quest3
@DesignDasein (1) I started with the ThreeJS Ball shooter example
(2) Added the ThreeJS plane-detection example
(3) Modified the mesh-detection from Immersive Web group
(4) Enabled trimesh collisions with Rapier Physics from the Ball Shooter
(5) Added the Scene export from the ThreeJS editor.
Great to see the release of #OctoScript, a mobile block-based coding language from #LifelongKindergarten at #MIT. Similar to #Scratch, but provides access to mobile sensors and camera. Here is a short GIF of my corgi exported from OctoScript.
@dhmackenzie The planes are the automatic planes, they are technically being used by the simulation, but are 100% unnecessary since they overlap with the meshes. Planes might still be helpful objects like tables to ensure you capture the whole surface since the trimesh can cut corners.
I was able to export the depth mesh from #meta#quest3 and add it to #Threejs and #webxr with #Rapier physics + visual occlusion. Super cool to watch the balls disappear behind walls/furniture. This demo shows an example with and without the mesh visible. #MR#MixedReality#XR
@edusuko I’m working fixing a bug to also export furniture mesh as BoxGeometry. I’m also stripping out https://t.co/7e9mW4X47H so it can be run locally. It will allow export to the headset as JSON, which you can then attach to an e-mail to save/edit on a computer in the ThreeJS editor.
@GabRoXR My version with balls is not publicly available, but here is the tool I used to see the triangle mesh. You need to setup you room first in the Quest 3 settings. https://t.co/DMnkQmkQ1o
@dhmackenzie (1) Mesh is used for both physics and occlusion since the mesh included the walls and furniture.
(2) Yes, mesh is also for physics using Rapier with colliders as a Trimesh based on the vertices and indices.
(3) Room setup is fully automated on Quest 3 for wall planes and mesh.
@utopiah@threejs I had a similar situation working back in August. He’s using Plane-detection, which is perfectly fine. I just didn’t have full-color pass through since I did not have a Quest Pro. The quest 3 mesh-detection with the depth sensor really helps with non-rectangular shapes.