Deform | A fully-featured deformer system for Unity | Service Mesh library

 by   keenanwoodall C# Version: v1.2.1 License: MIT

kandi X-RAY | Deform Summary

kandi X-RAY | Deform Summary

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

A fully-featured deformer system for Unity.

            kandi-support Support

              Deform has a medium active ecosystem.
              It has 2891 star(s) with 203 fork(s). There are 80 watchers for this library.
              It had no major release in the last 12 months.
              There are 18 open issues and 51 have been closed. On average issues are closed in 258 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Deform is v1.2.1

            kandi-Quality Quality

              Deform has 0 bugs and 0 code smells.

            kandi-Security Security

              Deform has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Deform code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Deform 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

              Deform releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            Deform Key Features

            No Key Features are available at this moment for Deform.

            Deform Examples and Code Snippets

            No Code Snippets are available at this moment for Deform.

            Community Discussions


            Animate every point of a line to another line with three.js
            Asked 2022-Mar-29 at 01:54

            I want to implement an animation.

            The animation should be a line move to another line. There will be some deformation in the process of the line moving

            There is a correspondence between the points of the two lines.

            How to implements it with three.js?

            I try to use the tween.js.It works.



            Answered 2022-Mar-25 at 10:02

            I suggest you implement the animation of the green line with morph targets. Meaning the green line represents your default geometry whereas the blue line represents a morph target (also known as blend shape). You can then animate the transformation from green to blue by modulating the morphTargetInfluences parameter from 0 to 1.

            Morph targets are part of the geometry data and defined in the BufferGeometry.morphAttributes property. Since multiple meshes can share the same geometry, the morphTargetInfluences property belongs to 3D objects like a mesh.

            I suggest you study how the official example webgl_morphtargets is implemented. You can apply the same principles on lines.



            How to have automatic (or manual) scaling of xticks and yticks with pyplot?
            Asked 2022-Mar-17 at 09:17

            Basically, I want my curve to be properly fitted onto the graph, as it obviously isn't the case currently. My xtick intervals are equal according to pyplot, but they clearly have values that do not match that. I want pyplot to understand that, and I'm not sure why it's forcing the curve to be 'boxed' in a square graph when it has ample space... What am I doing wrong?

            Here is my current code for creating the plot.



            Answered 2022-Mar-17 at 09:17

            When you provide only one array to plt.plot, it gets plotted at x = [0, 1, 2, ...]:

            x, y: The horizontal and vertical coordinates of the data points. x values are optional and default to range(len(y)).

            So in the current code, beam_deformation is assumed to be y and gets plotted at x = [0, 1, 2, ...]. Then the tick marks get set to [0.5, 2.9, 5.3, ...], but that's unrelated to how the beam_deformation points were plotted.

            To plot the beam_deformation points at x = [0.5, 2.9, 5.3, ...], pass the x values explicitly to plt.plot:



            Cassandra data modeling with multi-column filter
            Asked 2022-Feb-22 at 08:46

            I have a Cassandra table stokes which has 4 columns ( item(text) ,market ( text ) , location( text ) , time ( timestamp ) , value( int) ) item is a partition key and market , location and time is a clustering key in same order .



            Answered 2022-Feb-22 at 08:43

            For the first app query, the partition key is item and both market and location are clustering columns:



            Postgres choosing a query plan that is more expensive by its own estimates
            Asked 2022-Feb-17 at 17:25

            I have the following 2 query plans for a particular query (second one was obtained by turning seqscan off):

            The cost estimate for the second plan is lower than that for the first, however, pg only chooses the second plan if forced to do so (by turning seqscan off).

            What could be causing this behaviour?

            EDIT: Updating the question with information requested in a comment:

            Output for EXPLAIN (ANALYZE, BUFFERS, VERBOSE) for query 1 (seqscan on; does not use index). Also viewable at



            Answered 2022-Feb-17 at 11:43

            You should have those two indexes to speed up your query :



            How to optimize mesh normals calculation?
            Asked 2022-Feb-06 at 13:25

            I am making an application for real time mesh deformation and I need to calculate normals a huge number of times. Now the problem is I found with some profiling this bit of code is taking largest cpu time so how can I possibly optimize this?



            Answered 2022-Feb-06 at 06:27

            There is three main ways to optimize this code: using SIMD instructions, using multiple threads and working on the memory access pattern. None of them is a silver-bullet.

            Using SIMD instructions is not trivial in your case due to the indices-based indirect data-dependent read in memory in the first loop. That being said, recent SIMD instruction sets like AVX-2/AVX-512 on x86-64 processors and SVE on ARM ones provides instructions to perform gather loads. Once the values are loaded in SIMD registers, you can compute the cross product very quickly. The thing is the last indices-based indirect data-dependent stores in the first loop require scatter store instruction which are only available on very recent processors supporting AVX-512 (x86-64) and SVE (ARM). You can extract the values from SIMD registers so to store them serially but this will certainly quite inefficient. Hopefully, the second loop can be much more easily vectorized but you certainly need to reorder the normal data structure in a way that is more SIMD-friendly (see AoS vs SoA and Data-oriented design). In the end, I expect the SIMD implementation not much faster for the first loop as long as scater instructions are not used, and certainly significantly faster for the second one. Actually, I expect the SIMD implementation of the first loop not to be a lot faster even with gather/scatter instructions since such instructions tend to be quite inefficiently implemented and also because I expect the first loop of your code to cause a lot of cache misses (see the next sections).

            Using multiple thread is also not trivial. Indeed, while the first part of the first loop can be trivially parallelized, the second part performing the accumulation of the normal cannot. One solution is to use atomic adds. Another solution is to use a per-thread array of normal vectors. A faster solution is to use partitioning methods so to split the mesh in independent parts (each threads can safely perform the accumulation, except for possibly-shared vect items). Note that efficiently partitioning a mesh so to balance the work between many threads is far from being simple and AFAIK it has been the subject of many past research papers. The best solution is very dependent of the number of threads, the size of the overall vert buffer in memory and your performance/complexity requirements. The second loop can be trivially parallelized. The simplest solution to parallelize the loops is to use OpenMP (few pragma are enough to parallelize the loops although an efficient implementation can be quite complex).

            Regarding the input data, the first loop can be very inefficient. Indeed, ia, ib and ic can refer to very different indices causing predictable vert[...] loads/stores in memory. If the structure is big, the loads/stores will cause cache misses. Such cache misses can be very slow is the data structure does not fit in RAM due to the huge latency of the RAM. The best solution to fix this problem is to improve the locality of the memory accesses. Reordering vert items and/or indices can help a lot to improve locality and so performance. Again, partitioning methods can be used to do that. A naive first start is to sort vert so that ia is sorted while updating ib and ic indices so they are still valid. This can be computed using key-value arg-sort. If the mesh is dynamic, the problem becomes very complex to solve efficiently. Octrees and k-D trees could help to improve the locality of the computation without introducing a (too) big overhead.

            Note that you may not need to recompute all the normals regarding the previous operations. If so, you can track the one that needs to be recomputed and only perform an incremental update.

            Finally, please check compilers optimizations are enabled. Moreover, note that you can use the (unsafe) fash-math flags so to improve the auto-vectorization of your code. You should also check the SIMD instruction set used and that the glm calls are inlined by the compiler.



            Why does this SQL query get stuck in an endless loop?
            Asked 2022-Jan-30 at 21:43

            The following PostgreSQL query



            Answered 2022-Jan-30 at 15:31

            I think this fiddle fairly represents your situation.

            Two different things could be going on to make this run super-slow.

            First, it looks like your update query does a full table scan of a 90-megarow table. That's a lot of data.

            Creating an index on table_A might help expedite the finding of eligible rows in table_A.



            Algolia search query deformed inside Lambda function(using Serverless Framework) but works fine in Express
            Asked 2022-Jan-21 at 15:14

            I'm getting the Algolia search request/query from the frontend into my Lambda function which then executes the request and returns the result. The format of the request is an array like



            Answered 2022-Jan-21 at 15:14

            Ok it was a careless mistake
            my connectToIndex returns an Algolia index



            Problems about projection matrix and why the picture it shows somtimes deform
            Asked 2022-Jan-06 at 21:09

            I am currently working on 3d rendering, and I am trying to accomplish it without any addition library(Except for pygame, math, sys).I have done many research but still cannot quite understand the math(I am using Methods on wikipedia). It did output the right coordinate, but it somtimes has an severely deform. Here is what the result look like. I don't quite understand the matrix so it's very hard for me to debug. I can really use some help on why is it deforming or simply just how the matrix works, thanks a lot!
            Here's my code:



            Answered 2022-Jan-06 at 21:09

            Your matrix multiplication is incorrectly defined. I've rewritten it in the style presented, though I would comment that there are more pythonic ways to do this:



            Width with rem size deform if padding is present
            Asked 2022-Jan-04 at 11:35

            I have a problem in my project. When I insert custom font-size at html level, the red badges deform me when there is padding (p-6) on the first line of code. Can anyone help me? I use tailwind, but this error is given to me even if I insert the width in the style, exclusively with the rem.




            Answered 2022-Jan-04 at 11:33

            It's related to subpixel rendering. If you use 13px font-size at the html level, the width and height become 9.75px.

            The solution is using a large value and scaling it.


            I used w-6 h-6 ring-8 scale-50 instead of w-3 h-3 ring-4. And this looks perfect.



            Optimizing psql query that's using regex on text search
            Asked 2021-Dec-17 at 03:10

            In psql I have the following query.

            Suggestions on how to speed it up/optimize it?

            I've tried various indexes on title and headline but they aren't getting used.



            Answered 2021-Dec-17 at 01:08

            Traditional relational databases won't use an index on a column unless the leading part of the column is specified in the condition, ie:


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


            No vulnerabilities reported

            Install Deform

            Deform has dependencies on the Burst and Mathematics packages. These packages are referenced by Deform via asmdef files. If you install Deform from the Asset Store before installing its dependencies it may lose references to the packages. If you installed Deform before installing Burst and Mathematics install Burst and Mathematics from the Package Manager. The references to the packages should be fixed, but if they aren't go to the asmdef file under Deform/Code/Runtime and manually assign them.
            After installing, the first thing you'll probably want to do is deform a mesh. Every mesh that you want to deform must have a Deformable component added to it. This component is a little manager for the mesh. Once your mesh has a Deformable component you can add Deformer components to the Deformable's list of deformers to modify the mesh. You can create these components like any other component (from the "Add Component" button in the Inspector), but an alternative way is to use the Creator window. This window lets you create deformable meshes and add deformers much more efficiently. You can open the Creator window from either the Tools/Deform/Creator or Window/Deform/Creator menu item. Remember, almost every deformer operates in worldspace. Most deformers have a Transform property called Axis. If left blank, the deformer will use its own transform as the axis. This axis is used as the position, rotation and scale of the deformer i.e. all deformation will be relative to it. For example, the Magnet deformer will push/pull vertices from its axis' position.


            More extensive documentation and written/video tutorials can be found on Deform's wiki:
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