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This is great ! maybe some feature enhancements from this could be helper functions to draw projected shadows on tracked planes ? and very probably to calculate occlusion from walls ?
@stalgiag As for the ray casting API, it ports all the functions in p5.xr, so this can be considered complete (commits 7b1143e, b27d212, e16e1cc, a9cdfab, 86d562f, 9742570, ef8d5c3, 9459600, a32ede5). There are some differences in implementation, for instance, there is no generateRay equivalent, as I don't think one needs to transform origin/direction before the corresponding intersectsX() calls. We can discuss this later.
@REAS@benfry@lmccart just a heads up of the ongoing efforts to sync AR/VR between p5 and android mode.
The p5.xr library implements a number of functions for raycasting in VR/AR:
These could be useful to add to the VR/AR libraries in the Android mode.
More information:
Implementation: https://github.com/stalgiag/p5.xr/blob/master/src/p5xr/core/raycasting.js
Examples: https://github.com/stalgiag/p5.xr/tree/master/tests/manual-test-examples/p5vr/raycasting
Doc discussing design/implementation: https://docs.google.com/document/d/1JzvLBAQuh7gydo0Wpk0UhdgbTBkSekFp-uoKKSUN5Xg
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