triangle | This is a mirror of the latest stable version of Triangle
kandi X-RAY | triangle Summary
kandi X-RAY | triangle Summary
triangle a two-dimensional quality mesh generator and delaunay triangulator. version 1.6. show me a display program for meshes and more. version 1.6. copyright 1993, 1995, 1997, 1998, 2002, 2005 jonathan richard shewchuk 2360 woolsey #h berkeley, california 94705-1927 please send bugs and comments to jrs@cs.berkeley.edu. created as part of the quake project (tools for earthquake simulation). supported in part by nsf grant cms-9318163 and an nserc 1967 scholarship. there is no warranty whatsoever. use at your own risk. triangle generates exact delaunay triangulations, constrained delaunay triangulations, conforming delaunay triangulations, voronoi diagrams, and high-quality triangular meshes. the latter can be generated with no small or large angles, and are thus suitable for finite element analysis. show me graphically displays the contents of the geometric files used by triangle. show me can also write images in postscript form. information on the algorithms used by triangle, including complete references, can be found in the comments at the beginning of the triangle.c source file. another listing of these references, with
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def _inverse_block_lower_triangular(block_lower_triangular_operator):
"""Inverse of LinearOperatorBlockLowerTriangular.
We recursively apply the identity:
```none
|A 0|' = | A' 0|
|B C| |-C'BA' C'|
```
where `A` is n-by-n,
def area_trapezium(base1: float, base2: float, height: float) -> float:
"""
Calculate the area of a trapezium.
>>> area_trapezium(10, 20, 30)
450.0
>>> area_trapezium(-1, -2, -3)
Traceback (most recent ca
public static int[][] pascal(int n)
{
/**
* @param arr An auxiliary array to store generated pascal triangle values
* @return
*/
int[][] arr = new int[n][n];
/**
* @param line Iterate t
Community Discussions
Trending Discussions on triangle
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I am learning very basic Object-oriented programming with Java, I have a triangle object called triangle1 and I set its values in my helper class, however, I want to use a setter and getter in my main class to change triangle1's values. I am just confused about how I call that method to show the updated values.
This is my main class where I have created my object of Triangle. Right under that I am trying to get the values and change them to 15.5,15.5,15.5, and green. I realize I am probably doing this wrongly.
...ANSWER
Answered 2021-Jun-02 at 03:44You simply need to call the setters like this, before printing the values out with the getters again:
QUESTION
I want to make the yellow block jump on the line when there are other shapes. Also, how could I make the screen to close when the yellow block touches the other blocks.
I have though about using the time module and put time.sleep for 1 seconds after blockself.goto(0,30)
then make the block go down to (0,0). However, when I did that the whole screen frozed for 1 second. This means that the time.sleep was not aimed for the blockself(yellow block) it self. Is there any way to fix this.
ANSWER
Answered 2021-Jun-13 at 02:33We can make the yellow block vertical jump independent of the other motion using the same mechanism I gave you for the horizontal block motion, ontimer()
. The jump()
method below is invoked by the keyboard event, moving the yellow block up and down as a series of timer events:
QUESTION
A json stream described an array of shapes. The shapes mayb be triangles, rectangles or squares.
For example:
...ANSWER
Answered 2021-Jun-12 at 05:41Create new type Shapes
to unmarshal shapes
and implement your custom UnmarshalJSON
to Shapes
QUESTION
I have created an animation of a book with flipping pages. I have used z-index
to stack the pages and they are all flipping and displaying in the correct order in the browser UI but inspector is showing something different.
In Firefox, if I right click on page 1 and select inspect it goes to the element for page 4, I also put input elements on the page but on page 1 I can't click and type in it. Some pages do work normally, inspector goes to the right element and I can type in the input but as I flip through the pages, some pages will stop working and others will start working.
This only happens in Firefox, it work exactly as expected in Chrome. Is this a Firefox issue or a problem with my code?
EDIT: https://codesandbox.io/s/my-book-jlrmw?file=/src/components/HelloWorld.vue
Template:
...ANSWER
Answered 2021-Jun-11 at 12:04You could set all hidden pages to display: none
. If i do that in the firefox dev tools - the issue disappears. Unfortunately i couldn't figure out how to implement this in your program...
QUESTION
I am trying to plot the stock market data in gnuplot. So my issue is that I want to plot a triangle pointing up in case I buy at the price and a triangle pointing down in case I sell at that price. But I am not sure how to pass a variable as argument to the pointtype keyword
...ANSWER
Answered 2021-Jun-11 at 11:44Maybe something like this? Additionally with varying color.
Please check help pointtype variable
. If you want the line a single color, e.g. "black", you probably have to plot separately with points
and with lines
.
Code:
QUESTION
I am trying to create a combined plot that includes a geom_point
of all points and a polygon surrounding groups of data using geom_encircle
. However, I only want specific groups encircled. I have some example code below to help illustrate.
ANSWER
Answered 2021-Jun-10 at 15:42If you want to remove the rows containing NAs entirely you can simply use the drop_na
function from tidyverse. Using the pipe operator %>%
you can pass the data frame with NA rows removed straight into the ggplot object as such.
QUESTION
I try to transform two 3D objects separately and I failed, it seems each translation is apply to both objects . They are translating together. And what really confusing is t1,which is scaling,it applys to only one object successfully , but its translation ,t2 affects itself and also the another object ,and so do the translation t1 .Any help is appreciated. The important codes :
...ANSWER
Answered 2021-Jun-10 at 13:53You don't need 2 attributes and 2 matrix uniform variables.
Create a simple shader program:
QUESTION
I am trying to programmatically find the point created from rotating a vector around it's origin point (could be anywhere in 2D space).
We see that we have our line (or vector for the math) A at some point of (x, y) that might be anywhere in 2D space. It runs to point B at some (x, y). We rotate it by Theta which then moves to some point C at an (x, y). The problem for me comes with trying to programmatically use math to solve for such.
Originally the thought was to form a triangle and use trig but this angle could be exactly 180 (unlikely but possible) which obviously no triangle can work. Would anyone have ideas?
I am using C# and my own vector object (below) to test out the creation of lines. Any help is appreciated!
...ANSWER
Answered 2021-Jun-09 at 16:24You can convert cartesian coordinates (x, y
) into polar ones (R, fi
),
add theta
to fi
and then convert back to cartesian:
QUESTION
When displaying some SVG icons within an SVG of a fixed width, they should be clipped to the width of that SVG container.
In all sensible browsers this works fine but in IE11 the icons extend beyond the width of the container.
Is there any workaround to counter this behaviour?
...ANSWER
Answered 2021-Jun-10 at 03:12IE9-11 & Edge don't properly scale SVG files. You can add height, width, viewBox and CSS rules as workarounds.
I tried the overflow
CSS style mentioned, and it works fine. How do you test the code? The reason it doesn't work in your side may be related to the browser cache, please try to clear IE cache and test again.
Edit: I refer to the code you provide, and it has such a problem: If you use the element, I think you also need to use
clip
CSS to achieve the same effect.
This is a simple sample:
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