IsoMesh | related tools for Unity for converting meshes | Service Mesh library

 by   EmmetOT C# Version: Current License: MIT

kandi X-RAY | IsoMesh Summary

kandi X-RAY | IsoMesh Summary

IsoMesh is a C# library typically used in Architecture, Service Mesh, Unity applications. IsoMesh has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring. All the work is parallelized on the GPU using compute shaders. My motivation for making this was simple: I want to make a game in which I morph and manipulate meshes, and this seemed like the right technique for the job. Isosurface extraction is most often used for stuff like terrain manipulation. Check out No Man's Sky, for example. I decided to share my code here because it represents a lot of trial and error and research on my part. And frankly, I just think it's cool. The project is currently being developed and tested on Unity 2021.2.0f1.
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              IsoMesh has a low active ecosystem.
              It has 134 star(s) with 8 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              IsoMesh has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of IsoMesh is current.

            kandi-Quality Quality

              IsoMesh has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              IsoMesh is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              IsoMesh releases are not available. You will need to build from source code and install.

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            IsoMesh Key Features

            No Key Features are available at this moment for IsoMesh.

            IsoMesh Examples and Code Snippets

            No Code Snippets are available at this moment for IsoMesh.

            Community Discussions

            QUESTION

            Rotating icosahedron with circles located at every vertex in three.js
            Asked 2017-Apr-19 at 20:25

            I have an icosahedron mesh which I am rotating and then adding circle geometries and setting their location to each vertex at every frame in the animation loop.

            ...

            ANSWER

            Answered 2017-Apr-10 at 18:14

            The solution it multi-layered.

            Your Icosahedron:

            You were half-way there with rotating your icosahedron and its vertices. Rather than applying the rotation to all the vertices (which would actually cause some pretty extreme rotation), apply the rotation to the mesh only. But that doesn't update the vertices, right? Right. More on that in a moment.

            Your Circles:

            You have the right idea of placing them at each vertex, but as WestLangley said, you can't use lookAt for objects with rotated/translated parents, so you'll need to add them directly to the scene. Also, if you can't get the new positions of the vertices for the rotated icosahedron, the circles will simply remain in place. So let's get those updated vertices.

            Getting Updated Vertex Positions:

            Like I said above, rotating the mesh updates its transformation matrix, not the vertices. But we can USE that updated transformation matrix to get the updated matrix positions for the circles. Object3D.localToWorld allows us to transform a local THREE.Vector3 (like your icosahedron's vertices) into world coordinates. (Also note that I did a clone of each vertex, because localToWorld overwrites the given THREE.Vector3).

            Takeaways:

            I've tried to isolate the parts relative to your question into the JavaScript portion of the snippet below.

            • Try not to update geometry unless you have to.
            • Only use lookAt with objects in the world coordinate system
            • Use localToWorld and worldToLocal to transform vectors between coordinate systems.

            Source https://stackoverflow.com/questions/43265361

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

            Vulnerabilities

            No vulnerabilities reported

            Install IsoMesh

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/EmmetOT/IsoMesh.git

          • CLI

            gh repo clone EmmetOT/IsoMesh

          • sshUrl

            git@github.com:EmmetOT/IsoMesh.git

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