spheres | Methods to create a sphere mesh

 by   caosdoar C Version: Current License: No License

kandi X-RAY | spheres Summary

kandi X-RAY | spheres Summary

spheres is a C library. spheres has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

When graphics programmers face the problem of creating a mesh for a sphere, trade-offs must be made between quality and construction, memory and rendering costs. This document introduces four different methods and analyzes their characteristics and compares them allowing programmers to make an informed decision on which method suits their needs.
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            kandi-support Support

              spheres has a low active ecosystem.
              It has 238 star(s) with 13 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of spheres is current.

            kandi-Quality Quality

              spheres has no bugs reported.

            kandi-Security Security

              spheres has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              spheres does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              spheres releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            spheres Key Features

            No Key Features are available at this moment for spheres.

            spheres Examples and Code Snippets

            Volume of two spheres .
            pythondot img1Lines of Code : 37dot img1License : Permissive (MIT License)
            copy iconCopy
            def vol_spheres_intersect(
                radius_1: float, radius_2: float, centers_distance: float
            ) -> float:
                """
                Calculate the volume of the intersection of two spheres.
            
                The intersection is composed by two spherical caps and therefore its vol  
            Solves a power of two spheres .
            javadot img2Lines of Code : 31dot img2License : Permissive (MIT License)
            copy iconCopy
            void solveTowerOfHanoi(char source, char helper, char destination, int n) {
                // Every time this method
                // is invoked, the number
                // of movements increases
                ++numberOfMovements;
            
                /**
                 * Base Case.
                 *
                 * If the number of d  

            Community Discussions

            QUESTION

            Cannot dispose of unwanted geometry in three.js application
            Asked 2021-Jun-15 at 10:37

            In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.

            ...

            ANSWER

            Answered 2021-Jun-15 at 10:37

            Ideally, your cleanup should look like this:

            Source https://stackoverflow.com/questions/67976490

            QUESTION

            How to save a VTK render as a .vtk or .stl?
            Asked 2021-Jun-14 at 14:42

            I have created a render of a 3D network initially created in Networkx, however now that I have this render I would ultimately like to export it as a single .stl file. From the code below, how would I be able to combine the glyph, tubes, ball into one file. If it is not possible to export to .stl, .vtk would be fine too as it could be converted in Paraview.

            ...

            ANSWER

            Answered 2021-Jun-14 at 14:42

            VTK has Exporter classes that you can see here: https://vtk.org/doc/nightly/html/classvtkExporter.html

            Of those, I'd say OBJ is the closest to STL. You could export your scene to OBJ and then use MeshLab to convert that OBJ to STL. VRML would work too.

            Source https://stackoverflow.com/questions/67963814

            QUESTION

            Visualizing networkx graph in VTK but nothing is rendering?
            Asked 2021-Jun-13 at 23:39

            I receive no errors when trying to run this code, however nothing is rendered and only a blank screen appears. Please let me know where I have gone wrong. node_pos is a dictionary with all node coordinates keyed to node number, and G is the networkx graph object G. This code is adapted from code found elsewhere from 2005, so had to update some VTK attributes as they were outdated.

            def draw_nxvtk(G, node_pos):

            ...

            ANSWER

            Answered 2021-Jun-13 at 23:39

            QUESTION

            threebox "projectToWorld" returns values exceeding canvas, how do I fix this? (with sample code)
            Asked 2021-Jun-12 at 22:39

            I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".

            While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.

            According to the documentation of threebox, it says

            projectToWorld

            tb.projectToWorld(lnglat) : THREE.Vector3

            Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.

            So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.

            So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.

            How do I fix this issue?

            I made a minimal code to demonstrate this issue as below.

            1. instantiating map
            ...

            ANSWER

            Answered 2021-Jun-12 at 22:39

            It's strange that no one could answer this question. So I finally figured out how to make it by myself.

            The solution is in the following link.

            The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.

            var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))

            Source https://stackoverflow.com/questions/67864751

            QUESTION

            GLUT: How to Make Sphere with radius greater than 1?
            Asked 2021-Jun-12 at 14:38

            I am trying to make a solar system using OpenGL for project. As I have other planets and moons too, I want to make my sun larger than radius=1, and my earth=1 since a little less than 0.18, the sphere is barely visible, and moons cannot be drawn with proper size difference.

            Below is my code, if I try to make a sphere with radius > 1, it becomes donut (torus) like. Can anyone guide me on how to make spheres using gluSphere of radius > 1?

            ...

            ANSWER

            Answered 2021-Jun-12 at 14:38

            The sphere is clipped by the near and far plane of the viewing volume (Orthographic projection). Use glOrtho instead of gluOrtho2D and increase the distance to the near and far plane:

            gluOrtho2D(-5.0, 5.0, -5.0, 5.0);

            Source https://stackoverflow.com/questions/67949724

            QUESTION

            threejs - move 2 spheres created with 2 calls of a single function
            Asked 2021-Jun-09 at 12:39

            i am a total beginner in threejs but: i have a function

            ...

            ANSWER

            Answered 2021-Jun-09 at 12:39

            As far as I understand the intention is to have center as the "parent" object containing the nested sphere layers/"slices".

            If that's the case bare in mind both center and mesh_felii are added to the scene. Perhaps the intention was to nest each new mesh_felii instance into center so when center changes position so do mesh_felii ?

            Also your function doesn't return anything at the moment. You could easily change that so it returns center. Once you store each new center in a separate variable you should be able to move them indepenedently.

            (The sphere_name argument isn't used, but that's a minor detail)

            I would suggest something along these lines:

            Source https://stackoverflow.com/questions/67902818

            QUESTION

            Differences while rendering SVG with librsvg and Python
            Asked 2021-Jun-09 at 07:07

            Depending upon rendering an SVG either as a whole document or as a single element shows differences in rendering.

            I created a simple SVG graphic using Inkscape and want to render it using Python. I decided librsvg was the way to go. This is my SVG, saved from Inkscape as "normal SVG" (without Inkscape-specific extensions).

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:07

            The culprit is mix-blend-mode:hard-light;.

            I cleaned up the SVG, reset all the translations, but the highlight kept missing. Only after setting the mix-blend-mode from hard-light to normal it reappeared.

            Source https://stackoverflow.com/questions/67898437

            QUESTION

            Using React-Three-Fiber
            Asked 2021-Jun-04 at 19:33

            I'm currently using React Three Fiber to simply render a sun and the earth orbiting it to test it out. However after I added code to apply textures to the respective spheres every time I run the development server for testing, the spheres fail to render. I've tried looking for people with the same issue and have not had any luck. Here is my code for the program.

            ...

            ANSWER

            Answered 2021-Jun-04 at 19:33

            You need to put your component in a because it needs to load a texture so the way to do it is to wait for it to load using suspense.

            You can specify an object to show while it is loading by doing

            Source https://stackoverflow.com/questions/67796887

            QUESTION

            vtk: how to obtain the image pixel index from a world point
            Asked 2021-Jun-01 at 20:11

            If I pick a world point from a image, How can I convert the world coordinate to image index?

            ...

            ANSWER

            Answered 2021-Jun-01 at 20:11

            vtkImageData has the method TransformPhysicalPointToContinuousIndex for going from world space to image space and TransformIndexToPhysicalPoint to go the other way.

            I don't think the computation you're doing is right, since direction is 3x3 rotation matrix.

            Source https://stackoverflow.com/questions/67774109

            QUESTION

            Unity ML Agents Ray Perception Sensor 2D not showing collisions
            Asked 2021-May-24 at 13:49

            I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.

            I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.

            The sensors are casting rays, but like you see in the image, they are not colliding.

            The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin

            I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.

            I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
            So, what am I doing wrong?

            ...

            ANSWER

            Answered 2021-May-24 at 13:49

            After a lot more investigation i figured out the problem myself:

            The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.

            Ray Layer Mask

            Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).

            After i created more layers and assigned my targets to these layers, everything starts working as intended.

            Working Result

            Maybe this answer will help someone, having similar issues.

            Source https://stackoverflow.com/questions/67643885

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install spheres

            You can download it from GitHub.

            Support

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            gh repo clone caosdoar/spheres

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