spheres | Methods to create a sphere mesh
kandi X-RAY | spheres Summary
kandi X-RAY | spheres Summary
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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spheres Examples and Code Snippets
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
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
Trending Discussions on spheres
QUESTION
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 10:37Ideally, your cleanup should look like this:
QUESTION
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 14:42VTK 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.
QUESTION
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object G. This code is adapted from code found elsewhere from 2005, so had to update some VTK attributes as they were outdated.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 23:39You miss these lines:
QUESTION
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.
...
- instantiating map
ANSWER
Answered 2021-Jun-12 at 22:39It'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))
QUESTION
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 14:38The 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);
QUESTION
i am a total beginner in threejs but: i have a function
...ANSWER
Answered 2021-Jun-09 at 12:39As 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:
QUESTION
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 07:07The 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.
QUESTION
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 19:33You 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
QUESTION
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 20:11vtkImageData 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.
QUESTION
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 13:49After 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.
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.
Maybe this answer will help someone, having similar issues.
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