Velocity | platform application built using the Qt framework | Game Engine library
kandi X-RAY | Velocity Summary
kandi X-RAY | Velocity Summary
A cross-platform application built using the Qt framework that allows you to browse and edit Xbox 360 files.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Velocity
Velocity Key Features
Velocity Examples and Code Snippets
def update_system(self, delta_time: float) -> None:
"""
For each body, loop through all other bodies to calculate the total
force they exert on it. Use that force to update the body's velocity.
>>> body_sy
def update_velocity(
self, force_x: float, force_y: float, delta_time: float
) -> None:
"""
Euler algorithm for velocity
>>> body_1 = Body(0.,0.,0.,0.)
>>> body_1.update_velocity(1.,0.
def beta(velocity: float) -> float:
"""
>>> beta(c)
1.0
>>> beta(199792458)
0.666435904801848
>>> beta(1e5)
0.00033356409519815205
>>> beta(0.2)
Traceback (most recent call
Community Discussions
Trending Discussions on Velocity
QUESTION
I have done this code for model updating, something that's related to civil engineering. In the very last line of the code provided I am getting this error (TyperError: only integer scalar .....), could you please tell me what is the problem? I've tried a lot, but not working. I've tried to convert it to an array with integer, float, and also convert it to list, but nothing is wokring Thank you in advance
...ANSWER
Answered 2021-Jun-13 at 14:17you start your loop by defining a running variable 'i'. But all over the loop, you redefine it to be other integers and unrelated objects. Such as in line 83, line 155, and others. It's difficult to understand your intentions from the question. but if I understand correctly, the problem can be solved by changing every 'i' in the loop to a differently named temporary variable. A simpler solution would be to change the 'i' variable at the beginning of the for loop to smth else. I suggest you adopt a habit of using variable names that have meaning and not just single or double letters.
QUESTION
During a flight, say with a pixhawk, I want to save the current location of the drone in reference to its initial start location. Ideally that would be the x, y, and z positions in meters. I understand that you can save the lat, lon, or IMU/velocity readings using dronekit, then calculate the position. It would be awesome, however, to be able to just call a function that calculates the x, y, and z for you so there is no post-processing.
...ANSWER
Answered 2021-Jun-12 at 23:52The following was satisfactory for my purposes (I believe you would need a GPS but not positive):
QUESTION
I am trying to apply an example from R "particles" package to ocean velocity data (kinetic energy). Example data is as follows:
...ANSWER
Answered 2021-Jun-12 at 14:45The problem is that kee
is a vector and not a matrix. So ncol
and nrow
return as NULL
instead of an actual number. Here is a smaller reproducible example of why it is failing:
QUESTION
I'm using these script and the jump seems fine but the problem is I can do infinite Jump, how to limit the jump?
Like... I only want to jump once and jump again after hit the ground, not jump in the air, nor double jump...
...ANSWER
Answered 2021-Jun-10 at 09:28You should define a boolean variable like canJump. when you collide with ground it should be true. When you press space for jump, if your canJump variable true, you can start jump anim then set your canJump variable false
QUESTION
If have the following code which simulates a ball to Ball collision. My problem is, that the balls bounce against each other. I want to have the balls stick together like snow particles. Does anyone know how to do that?
...ANSWER
Answered 2021-Jun-11 at 12:47void resolveCollision(Particle& particle, Particle& otherParticle) {
float xVelocityDiff = particle.speed.x - otherParticle.speed.x;
float yVelocityDiff = particle.speed.y - otherParticle.speed.y;
float xDist = otherParticle.pos.x - particle.pos.x;
float yDist = otherParticle.pos.y - particle.pos.y;
// Prevent accidental overlap of particles
if (xVelocityDiff * xDist + yVelocityDiff * yDist >= 0) {
// Grab angle between the two colliding particles
float angle = -std::atan2(otherParticle.pos.y - particle.pos.y, otherParticle.pos.x - particle.pos.x);
// Store mass in var for better readability in collision equation
float m1 = particle.mass;
float m2 = otherParticle.mass;
// Velocity before equation
glm::vec3 u1 = rotateVel(particle.speed, angle);
glm::vec3 u2 = rotateVel(otherParticle.speed, angle);
// Velocity after 1d collision equation
glm::vec3 v1(u1.x * (m1 - m2) / (m1 + m2) + u2.x * 2 * m2 / (m1 + m2),
u1.y,
0.0);
glm::vec3 v2(u2.x * (m1 - m2) / (m1 + m2) + u1.x * 2 * m2 / (m1 + m2),
u2.y,
0.0);
// Final velocity after rotating axis back to original location
glm::vec3 vFinal1 = rotateVel(v1, -angle);
glm::vec3 vFinal2 = rotateVel(v2, -angle);
// Swap particle velocities for realistic bounce effect
particle.speed.x = vFinal1.x;
particle.speed.y = vFinal1.y;
otherParticle.speed.x = vFinal1.x;
otherParticle.speed.y = vFinal1.y;
}
}
QUESTION
i want to get the height of jump. but i don't know how
...ANSWER
Answered 2021-Jun-08 at 03:13You can calculate this as follows, however, it's not going to be perfectly accurate in every instance because Unity's physics system isn't deterministic.
QUESTION
I have a capsule object with Camera on it. Capsule has capsule collider with mesh, character controller. cylinder object (coin) is box collider with is trigger option being on. OnTriggerObject method doesn't help to destoy the coin object. Even used OnCollisionEnter, eventually have the same result. Also tried with rigidbody added to the player object and removed from coin object. Even don't remember what I tried on. Here is script attached to capsule object:
...ANSWER
Answered 2021-Jun-08 at 17:48Collision to work needs at least one rigidbody component, so attach rigidbody, check layers (Project Settings -> Physics)
Also read this: collisions unity
With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter, etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.
QUESTION
I have an SQL view on SQL 2016 SP2 that joins on 14 tables with no predicate.
...ANSWER
Answered 2021-Jun-10 at 12:07ok, I've actually worked out what the problem is myself - it a bug in SSMS! I'm using SSMS 18.6 and the number of rows showed bottom right is incorrect. If you actually look at the number of rows in the results tab, then they do correspond, that is to say join hints do not make a difference, which makes sense
QUESTION
heres the video of the animation https://www.youtube.com/watch?v=uhPdN3v8vg0
other pygame codes dont act like this, only this specific one, so i'm pretty sure its not hardware problem
...ANSWER
Answered 2021-Jun-10 at 11:55You need to draw
the object in the application loop instead of the event loop:
QUESTION
i have this bit complicated xml file.
...ANSWER
Answered 2021-Jun-10 at 10:42Perhaps instead of
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